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Fix: don't propagate shift/ctrl state till next game-tick #9381

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merged 1 commit into from Jun 17, 2021

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TrueBrain
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@TrueBrain TrueBrain commented Jun 17, 2021

Motivation / Problem

Another bug found with ThreadSanitizer. It is a bit unlikely someone really runs into this, but what we do is also not correct. So I fixed it anyway.

Heavily inspired by JGRennison/OpenTTD-patches@59daa57

Description

When the game-loop is very slow, it was easily possible to start
the loop with _shift_pressed being false, but end with
_shift_pressed being true. This doesn't hurt the game as such,
but for the user this can be very weird: I pressed "Buy Vehicle",
pressed shift a bit later, and I still get a cost indication.

Limitations

Checklist for review

Some things are not automated, and forgotten often. This list is a reminder for the reviewers.

  • The bug fix is important enough to be backported? (label: 'backport requested')
  • This PR affects the save game format? (label 'savegame upgrade')
  • This PR affects the GS/AI API? (label 'needs review: Script API')
    • ai_changelog.hpp, gs_changelog.hpp need updating.
    • The compatibility wrappers (compat_*.nut) need updating.
  • This PR affects the NewGRF API? (label 'needs review: NewGRF')

@TrueBrain TrueBrain changed the title Fix: don't propegate shift/ctrl state till next game-tick Fix: don't propagate shift/ctrl state till next game-tick Jun 17, 2021
When the game-loop is very slow, it was easily possible to start
the loop with _shift_pressed being false, but end with
_shift_pressed being true. This doesn't hurt the game as such,
but for the user this can be very weird: I pressed "Buy Vehicle",
pressed shift a bit later, and I still get a cost indication.
@michicc
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michicc commented Jun 17, 2021

There isn't really much threading left with this, is it?

@TrueBrain
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TrueBrain commented Jun 17, 2021

There isn't really much threading left with this, is it?

Well, yes and no :) Those 2 functions are basically a no-op .. just some shuffling around of a few variables. So nothing really changes with this PR on that balance.
But in general, there is a way too much inside the game-state-lock in my opinion. But .. that needs more work and attention to detail to fix.

The most important things for now is that the Paint and taking the video-lock are outside the game-state-lock. The first is rather expensive on non-OpenGL .. the last is expensive with vsync on. So there is still some benefit, luckily enough :D

@TrueBrain TrueBrain merged commit cf86559 into OpenTTD:master Jun 17, 2021
@TrueBrain TrueBrain deleted the shift-flipping-is-fun branch June 17, 2021 18:23
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2 participants