* common helper for killable threads + remove dedicated class for background thread

* avoid overriding SteamPath env var in `SteamAPI_GetSteamInstallPath()`
This commit is contained in:
otavepto 2024-06-04 13:15:44 +03:00
parent 486237179e
commit f81ba95732
6 changed files with 172 additions and 147 deletions

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@ -161,6 +161,7 @@ STEAMAPI_API HSteamUser SteamAPI_GetHSteamUser()
return CLIENT_HSTEAMUSER; return CLIENT_HSTEAMUSER;
} }
// declare "g_pSteamClientGameServer" as an export for API library, then actually define it // declare "g_pSteamClientGameServer" as an export for API library, then actually define it
#if !defined(STEAMCLIENT_DLL) // api #if !defined(STEAMCLIENT_DLL) // api
STEAMAPI_API ISteamClient *g_pSteamClientGameServer; STEAMAPI_API ISteamClient *g_pSteamClientGameServer;
@ -600,10 +601,16 @@ STEAMAPI_API HSteamUser Steam_GetHSteamUserCurrent()
STEAMAPI_API const char *SteamAPI_GetSteamInstallPath() STEAMAPI_API const char *SteamAPI_GetSteamInstallPath()
{ {
PRINT_DEBUG_ENTRY(); PRINT_DEBUG_ENTRY();
static char steam_folder[1024]; static char steam_folder[4096]{};
std::string path = Local_Storage::get_program_path(); std::string path(get_env_variable("SteamPath"));
strcpy(steam_folder, path.c_str()); if (path.empty()) {
steam_folder[path.length() - 1] = 0; path = Local_Storage::get_program_path();
}
auto count = path.copy(steam_folder, sizeof(steam_folder) - 1);
steam_folder[count] = '\0';
PRINT_DEBUG("returned path '%s'", steam_folder);
return steam_folder; return steam_folder;
} }
@ -638,8 +645,7 @@ STEAMAPI_API HSteamUser GetHSteamUser()
STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_InitSafe() STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_InitSafe()
{ {
PRINT_DEBUG_ENTRY(); PRINT_DEBUG_ENTRY();
SteamAPI_Init(); return SteamAPI_Init();
return true;
} }
STEAMAPI_API ISteamClient *SteamClient() STEAMAPI_API ISteamClient *SteamClient()

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@ -64,35 +64,6 @@ enum Steam_Pipe {
SERVER SERVER
}; };
class Steam_Client;
class Client_Background_Thread
{
private:
// don't run immediately, give the game some time to initialize
constexpr const static auto initial_delay = std::chrono::seconds(2);
// max allowed time in which RunCallbacks() might not be called
constexpr const static auto max_stall_ms = std::chrono::milliseconds(300);
std::thread background_keepalive{};
std::mutex kill_background_thread_mutex{};
std::condition_variable kill_background_thread_cv{};
bool kill_background_thread{};
Steam_Client *client_instance{};
void thread_proc();
public:
Client_Background_Thread();
~Client_Background_Thread();
// spawn the thread if necessary, never call this inside the ctor of Steam_Client
// since the thread will attempt to get the global client pointer during initialization (which will still be under construction)
void start(Steam_Client *client_instance);
// kill the thread if necessary
void kill();
};
class Steam_Client : class Steam_Client :
public ISteamClient007, public ISteamClient007,
public ISteamClient008, public ISteamClient008,
@ -117,6 +88,14 @@ private:
std::atomic_bool cb_run_active = false; std::atomic_bool cb_run_active = false;
std::atomic<unsigned long long> last_cb_run{}; std::atomic<unsigned long long> last_cb_run{};
// don't run immediately, give the game some time to initialize
constexpr const static auto initial_delay = std::chrono::seconds(2);
// max allowed time in which RunCallbacks() might not be called
constexpr const static auto max_stall_ms = std::chrono::milliseconds(300);
common_helpers::KillableWorker *background_thread{};
void background_thread_proc();
public: public:
Networking *network{}; Networking *network{};
SteamCallResults *callback_results_server{}, *callback_results_client{}; SteamCallResults *callback_results_server{}, *callback_results_client{};
@ -173,8 +152,6 @@ public:
Steam_Masterserver_Updater *steam_masterserver_updater{}; Steam_Masterserver_Updater *steam_masterserver_updater{};
Steam_AppTicket *steam_app_ticket{}; Steam_AppTicket *steam_app_ticket{};
Client_Background_Thread *background_thread{};
Steam_Overlay* steam_overlay{}; Steam_Overlay* steam_overlay{};
bool steamclient_server_inited = false; bool steamclient_server_inited = false;
@ -349,9 +326,6 @@ public:
void DestroyAllInterfaces(); void DestroyAllInterfaces();
bool runcallbacks_active() const;
unsigned long long get_last_runcallbacks_time() const;
void set_last_runcallbacks_time(unsigned long long time_ms);
}; };
#endif // __INCLUDED_STEAM_CLIENT_H__ #endif // __INCLUDED_STEAM_CLIENT_H__

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@ -19,13 +19,33 @@
#include "dll/settings_parser.h" #include "dll/settings_parser.h"
void Steam_Client::background_thread_proc()
{
auto now_ms = (unsigned long long)std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
// if our time exceeds last run time of callbacks and it wasn't processing already
const auto runcallbacks_timeout_ms = last_cb_run + max_stall_ms.count();
if (!cb_run_active && (now_ms >= runcallbacks_timeout_ms)) {
std::lock_guard lock(global_mutex);
PRINT_DEBUG("run @@@@@@@@@@@@@@@@@@@@@@@@@@@");
last_cb_run = now_ms; // update the time counter just to avoid overlap
network->Run(); // networking must run first since it receives messages used by each run_callback()
run_every_runcb->run(); // call each run_callback()
}
}
Steam_Client::Steam_Client() Steam_Client::Steam_Client()
{ {
PRINT_DEBUG("start ----------"); PRINT_DEBUG("start ----------");
uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage); uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage);
local_storage->update_save_filenames(Local_Storage::remote_storage_folder); local_storage->update_save_filenames(Local_Storage::remote_storage_folder);
background_thread = new Client_Background_Thread(); background_thread = new common_helpers::KillableWorker(
[this](void *){background_thread_proc(); return false;},
std::chrono::duration_cast<std::chrono::milliseconds>(initial_delay),
std::chrono::duration_cast<std::chrono::milliseconds>(max_stall_ms)
);
network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts), settings_server->disable_networking); network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts), settings_server->disable_networking);
run_every_runcb = new RunEveryRunCB(); run_every_runcb = new RunEveryRunCB();
@ -296,6 +316,7 @@ HSteamUser Steam_Client::ConnectToGlobalUser( HSteamPipe hSteamPipe )
// hence all run_callbacks() will never run, which might break the assumption that these callbacks are always run // hence all run_callbacks() will never run, which might break the assumption that these callbacks are always run
// also networking callbacks won't run // also networking callbacks won't run
// hence we spawn the background thread here which trigger all run_callbacks() and run networking callbacks // hence we spawn the background thread here which trigger all run_callbacks() and run networking callbacks
PRINT_DEBUG("started background thread");
background_thread->start(this); background_thread->start(this);
steam_overlay->SetupOverlay(); steam_overlay->SetupOverlay();
@ -317,6 +338,7 @@ HSteamUser Steam_Client::CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType
serverInit(); serverInit();
// gameservers don't call ConnectToGlobalUser(), instead they call this function // gameservers don't call ConnectToGlobalUser(), instead they call this function
PRINT_DEBUG("started background thread");
background_thread->start(this); background_thread->start(this);
HSteamPipe pipe = CreateSteamPipe(); HSteamPipe pipe = CreateSteamPipe();
@ -386,7 +408,10 @@ bool Steam_Client::BShutdownIfAllPipesClosed()
PRINT_DEBUG_ENTRY(); PRINT_DEBUG_ENTRY();
if (steam_pipes.size()) return false; // not all pipes are released via BReleaseSteamPipe() yet if (steam_pipes.size()) return false; // not all pipes are released via BReleaseSteamPipe() yet
PRINT_DEBUG("killing background thread...");
background_thread->kill(); background_thread->kill();
PRINT_DEBUG("killed background thread");
steam_controller->Shutdown(); steam_controller->Shutdown();
steam_overlay->UnSetupOverlay(); steam_overlay->UnSetupOverlay();
@ -928,18 +953,3 @@ void Steam_Client::DestroyAllInterfaces()
{ {
PRINT_DEBUG_TODO(); PRINT_DEBUG_TODO();
} }
bool Steam_Client::runcallbacks_active() const
{
return cb_run_active;
}
unsigned long long Steam_Client::get_last_runcallbacks_time() const
{
return last_cb_run;
}
void Steam_Client::set_last_runcallbacks_time(unsigned long long time_ms)
{
last_cb_run = time_ms;
}

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@ -1,90 +0,0 @@
/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "dll/steam_client.h"
#include "dll/dll.h"
void Client_Background_Thread::thread_proc()
{
// wait for some time
{
std::unique_lock lck(kill_background_thread_mutex);
if (kill_background_thread_cv.wait_for(lck, initial_delay, [&] { return kill_background_thread; })) {
PRINT_DEBUG("early exit");
return;
}
}
PRINT_DEBUG("starting");
while (1) {
{
std::unique_lock lck(kill_background_thread_mutex);
if (kill_background_thread_cv.wait_for(lck, max_stall_ms, [&] { return kill_background_thread; })) {
PRINT_DEBUG("exit");
return;
}
}
auto now_ms = (unsigned long long)std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
// if our time exceeds last run time of callbacks and it wasn't processing already
const auto runcallbacks_timeout_ms = client_instance->get_last_runcallbacks_time() + max_stall_ms.count();
if (!client_instance->runcallbacks_active() && (now_ms >= runcallbacks_timeout_ms)) {
std::lock_guard lock(global_mutex);
PRINT_DEBUG("run @@@@@@@@@@@@@@@@@@@@@@@@@@@");
client_instance->set_last_runcallbacks_time(now_ms); // update the time counter just to avoid overlap
client_instance->network->Run(); // networking must run first since it receives messages used by each run_callback()
client_instance->run_every_runcb->run(); // call each run_callback()
}
}
}
Client_Background_Thread::Client_Background_Thread()
{
}
Client_Background_Thread::~Client_Background_Thread()
{
kill();
}
void Client_Background_Thread::start(Steam_Client *client_instance)
{
if (background_keepalive.joinable()) return; // alrady spawned
this->client_instance = client_instance;
background_keepalive = std::thread([this] { thread_proc(); });
PRINT_DEBUG("spawned background thread *********");
}
void Client_Background_Thread::kill()
{
if (!background_keepalive.joinable()) return; // already killed
{
std::lock_guard lk(kill_background_thread_mutex);
kill_background_thread = true;
}
kill_background_thread_cv.notify_one();
PRINT_DEBUG("joining worker thread");
background_keepalive.join();
PRINT_DEBUG("worker thread killed");
}

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@ -2,9 +2,94 @@
#include <fstream> #include <fstream>
#include <cwchar> #include <cwchar>
#include <algorithm> #include <algorithm>
#include <thread>
#include <cctype> #include <cctype>
namespace common_helpers {
KillableWorker::KillableWorker(
std::function<bool(void *)> thread_job,
std::chrono::milliseconds initial_delay,
std::chrono::milliseconds polling_time,
std::function<bool()> should_kill)
{
this->thread_job = thread_job;
this->initial_delay = initial_delay;
this->polling_time = polling_time;
this->should_kill = should_kill;
}
KillableWorker::~KillableWorker()
{
kill();
}
KillableWorker& KillableWorker::operator=(const KillableWorker &other)
{
if (&other == this) {
return *this;
}
kill();
thread_obj = {};
initial_delay = other.initial_delay;
polling_time = other.polling_time;
should_kill = other.should_kill;
thread_job = other.thread_job;
return *this;
}
void KillableWorker::thread_proc(void *data)
{
// wait for some time
if (initial_delay.count() > 0) {
std::unique_lock lck(kill_thread_mutex);
if (kill_thread_cv.wait_for(lck, initial_delay, [this]{ return this->kill_thread || (this->should_kill && this->should_kill()); })) {
return;
}
}
while (1) {
if (polling_time.count() > 0) {
std::unique_lock lck(kill_thread_mutex);
if (kill_thread_cv.wait_for(lck, polling_time, [this]{ return this->kill_thread || (this->should_kill && this->should_kill()); })) {
return;
}
}
if (thread_job(data)) { // job is done
return;
}
}
}
bool KillableWorker::start(void *data)
{
if (!thread_job) return false; // no work to do
if (thread_obj.joinable()) return true; // alrady spawned
kill_thread = false;
thread_obj = std::thread([this, data] { thread_proc(data); });
return true;
}
void KillableWorker::kill()
{
if (!thread_job || !thread_obj.joinable()) return; // already killed
{
std::lock_guard lk(kill_thread_mutex);
kill_thread = true;
}
kill_thread_cv.notify_one();
thread_obj.join();
}
}
static bool create_dir_impl(std::filesystem::path &dirpath) static bool create_dir_impl(std::filesystem::path &dirpath)
{ {
if (std::filesystem::is_directory(dirpath)) if (std::filesystem::is_directory(dirpath))

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@ -7,9 +7,49 @@
#include <filesystem> #include <filesystem>
#include <chrono> #include <chrono>
#include <vector> #include <vector>
#include <functional>
#include <thread>
#include <mutex>
#include <condition_variable>
namespace common_helpers { namespace common_helpers {
class KillableWorker
{
private:
std::thread thread_obj{};
// don't run immediately, wait some time
std::chrono::milliseconds initial_delay{};
// time between each invokation
std::chrono::milliseconds polling_time{};
std::function<bool()> should_kill{};
std::function<bool(void *)> thread_job;
std::mutex kill_thread_mutex{};
std::condition_variable kill_thread_cv{};
bool kill_thread{};
void thread_proc(void *data);
public:
KillableWorker(
std::function<bool(void *)> thread_proc = {},
std::chrono::milliseconds initial_delay = {},
std::chrono::milliseconds polling_time = {},
std::function<bool()> should_kill = {});
~KillableWorker();
KillableWorker& operator=(const KillableWorker &other);
// spawn the thread if necessary
bool start(void *data = nullptr);
// kill the thread if necessary
void kill();
};
bool create_dir(const std::string_view &dir); bool create_dir(const std::string_view &dir);
bool create_dir(const std::wstring_view &dir); bool create_dir(const std::wstring_view &dir);