diff options
| author | Dentomologist <dentomologist@gmail.com> | 2025-11-06 11:38:29 -0800 |
|---|---|---|
| committer | Dentomologist <dentomologist@gmail.com> | 2025-11-07 13:19:18 -0800 |
| commit | 3b97a7bded04912e97bd510209a52d859e08d006 (patch) | |
| tree | f52af6bede23a53bab2c20300f3062db79babf24 /Source/Android/app/src/main/java | |
| parent | 2528feb98afdb921d830d128e91e34305b96e72c (diff) | |
CubebStream: Use WorkQueueThread::PushBlocking instead of sync_event
Push and wait on WorkQueueThread items using PushBlocking. Previously we
created a Common::Event sync_event on the caller's stack, called Wait on
it, then had the WorkQueueThread call Set on the sync_event once the
thread was done.
In addition to being simpler the new way avoids a use-after-free that
could happen in convoluted and unlikely yet possible thread scheduling
sequences.
One such case can be triggered as follows:
* Set your audio backend to Cubeb
* In CubebStream::SetVolume set a breakpoint at the call to Wait and at
the call to cubeb_stream_set_volume.
* Start a game.
* Continue until the Cubeb Worker thread hits the
cubeb_stream_set_volume breakpoint and Emuthread hits the Wait
breakpoint, freezing each thread when it hits its breakpoint.
* Unfreeze Cubeb Worker.
* In Event::Set set a breakpoint at the end of the scope containing the
lock_guard such that the guard has been constructed but not destructed
when the breakpoint is hit.
* Continue until that breakpoint is hit by Cubeb Worker. If other
threads hit it first keep going.
* Freeze Cubeb Worker.
* For convenience remove the breakpoint in Event::Set so other threads
don't trigger it.
* In CubebStream::SetRunning set a breakpoint at the call to Wait.
* Unfreeze Emuthread and continue until the breakpoint is hit.
* In Cubeb Worker go to Event::Set and examine the values of m_mutex's
member variables. In Visual Studio Debug these are locking_thread_id
== 0xcccccc01 and ownership_levels == 0xcccccccc. This is the result
of Visual Studio overwriting the memory used on the stack by
sync_event in CubebStream::SetVolume with cc bytes to represent
uninitialized memory on the stack (since that function already
returned), and then allocating enough memory on the stack when calling
AudioCommon::SetSoundStreamRunning and then CubebStream::SetRunning
that it overwrote one byte of the memory formerly occupied by
locking_thread_id.
* If you unfreeze Cubeb Worker at this point it will trigger the lock
guard's destructor which will then try to unlock m_mutex. Since
m_mutex is no longer in scope this is a use-after-free, and in VS
debug triggers a debug assert due to locking_thread_id not matching
the current thread id.
Diffstat (limited to 'Source/Android/app/src/main/java')
0 files changed, 0 insertions, 0 deletions
