my scenario is simple:i made a game using cocos2d-x and i want to download images (FB and Google play) for multi player users and show them once the download is done as texture for a button.
in ideal world, things work as expected.
things get tricky when those buttons got deleted before the download is done.
so the callback function is in weird state and then i get signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)
and the app crashes
This is how i implmented it
I have a Layout class called PlayerIcon. the cpp looks like this
void PlayerIcon::setPlayer(string userName, string displayName, string avatarUrl){
try {
//some code here
downloadAvatar(_userName, _avatarUrl);
//some code here
}
catch(... ){
}
}
void PlayerIcon::downloadAvatar(std::string _avatarFilePath,std::string url) {
if(!isFileExist(_avatarFilePath)) {
try {
auto downloader = new Downloader();
downloader->onFileTaskSuccess=CC_CALLBACK_1(PlayerIcon::on_download_success,this);
downloader->onTaskError=[&](const network::DownloadTask& task,int errorCode,
int errorCodeInternal,
const std::string& errorStr){
log("error while saving image");
};
downloader->createDownloadFileTask(url,_avatarFilePath,_avatarFilePath);
}
catch (exception e)
{
log("error while saving image: test");
}
} else {
//set texture for button
}
}
void PlayerIcon::on_download_success(const network::DownloadTask& task){
_isDownloading = false;
Director::getInstance()->getScheduler()-> performFunctionInCocosThread(CC_CALLBACK_0(PlayerIcon::reload_avatar,this));
}
void PlayerIcon::reload_avatar(){
try {
// setting texture in UI thread
}
catch (...) {
log("error updating avatar");
}
}
As i said, things works fine until PlayerIcon is deleted before the download is done.
i dont know what happens when the call back of the download task point to a method of un object that s deleted (or flagged for deletion).
i looked in the downloader implementation and it doesn't provide any cancellation mechanism
and i'm not sure how to handle this
Also, is it normal to have 10% crash rate on google console for a cocos2dx game
any help is really appreciated
Do you delete de Downloader in de destructor of the PlayerIcon?
there is a destroy in the apple implementation witch is trigered by the destructor.
-(void)doDestroy
{
// cancel all download task
NSEnumerator * enumeratorKey = [self.taskDict keyEnumerator];
for (NSURLSessionDownloadTask *task in enumeratorKey)
{
....
DownloaderApple::~DownloaderApple()
{
DeclareDownloaderImplVar;
[impl doDestroy];
DLLOG("Destruct DownloaderApple %p", this);
}
In the demo code of cocos2d-x: DownloaderTest.cpp they use:
std::unique_ptr<network::Downloader> downloader;
downloader.reset(new cocos2d::network::Downloader());
instead of:
auto downloader = new Downloader();
It looks like you are building this network code as part of your scene tree. If you do a replaceScene/popScene...() call, while the async network software is running in the background, this will cause the callback to disappear (the scene will be deleted from the scene-stack) and you will get a SEGFAULT from this.
If this is the way you've coded it, then you might want to extract the network code to a global object (singleton) where you queue the requests and then grab them off the internet saving the results in the global-object's output queue (or their name and location) and then let the scene code check to see if the avatar has been received yet by inquiring on the global-object and loading the avatar sprite at this point.
Note, this may be an intermittent problem which depends on the speed of your machine and the network so it may not be triggered consistently.
Another solution ...
Or you could just set your function pointers to nullptr in your PlayerIcon::~PlayerIcon() (destructor):
downloader->setOnFileTaskSuccess(nullptr);
downloader->setOnTaskProgress(nullptr);
Then there will be no attempt to call your callback functions and the SEGFAULT will be avoided (Hopefully).
Related
I am trying for days now to find a proper solution to the following problem(stated below), and I have no more ideas now. Therefore, I need help from more experienced devs:
I have a class independant from QT (and I want it to stay like this) that generate openCV images in a secundary thread. Then it raise an event which pass the images.
while (1)
{
if (timerActived & this->_camReady)
{
vector<Mat>* images = new vector<Mat>;
images = this->AcquireImg();
__raise this->frameAcquired(images);
}
this_thread::sleep_for(chrono::milliseconds(_frameTimeLaps));
}
This event is hooked by my MainWindow and a method is supposed to display my images on my GUI.
void MainWindow::displayFrame(vector<Mat>* frames) {
vector<Mat>* frames2 = new vector<Mat>();
frames2 = frames;
for (int i = 0; i < frames2->size(); ++i) {
this->camFrames->at(i)->showImage(frames2->at(i));
}
}
During the runTime, when the Main Thread access the images I get the following error :
ASSERT failure in QCoreApplication::sendEvent: "Cannot send events to objects owned by a different thread.
I understand that I am not using threads properly, but I have no idea how to create an asynchronous event now.
Thank you for help,
Valentin
EDIT 1 :
It seems to me that the real question is : can I use normal std::thread and native event to communicate with the main Qthread ?
Here is my solution to solve the problem, after all.
The idea is to give the main thread access to the Mat coming from the second thread. So I modified my function displayFrame like this :
void MainWindow::displayFrame(vector<Mat>* frames) {
//QThread::
QThread* this_thread = QThread::currentThread();
FrameWrapper* worker = new FrameWrapper();
worker->moveToThread(this_thread);
QObject::connect(worker, SIGNAL(frameSent(vector<Mat>*)), this, SLOT(showImg(vector<Mat>*)));
emit worker->frameSent(frames);
//this->camFrames->at(0)->showImage(frame);
}
The new function showImg is doing the job of the old displayFrame. The signal/slot process permit to access image from the GUI Thread as wanted.
I'm using SHGetFileInfo function for getting icons for folders and different file types. According to MSDN call of this function should be done from background thread and before call Component Object Model (COM) must be initialized with CoInitialize or OleInitialize.
My code looks like this:
public void SetHlinkImage(string path)
{
Shell32.OleInitialize(IntPtr.Zero);
Task task = Task.Factory.StartNew(() => { LoadIcons(path); });
}
private void LoadIcons(string path)
{
image = GetHlinkImage(path);
if (OwnerControl.InvokeRequired)
layout.ModuleControl.BeginInvoke((MethodInvoker)delegate ()
{
Shell32.OleUninitialize();
});
}
public Icon GetHlinkImage(string path)
{
uint flags = Shell32.SHGFI_ICON | Shell32.SHGFI_ATTRIBUTES | Shell32.SHGFI_SMALLICON;
Shell32.SHFILEINFO shfi = new Shell32.SHFILEINFO();
IntPtr result = Shell32.SHGetFileInfo(path,
Shell32.FILE_ATTRIBUTE_DIRECTORY,
ref shfi,
(uint)Marshal.SizeOf(shfi),
flags);
Icon icon = (Icon)Icon.FromHandle(shfi.hIcon).Clone();
WinApi.DestroyIcon(shfi.hIcon); // cleanup
return icon;
}
Mostly the problem appears after first call of the code and as result I get an exception when I tried to create Icon from icon handle:
System.ArgumentException: Win32 handle that was passed to Icon is not
valid or is the wrong type
And further calls of the code work without problems.
Actually behaviour also somehow depends on the test system. It is hardly possible to reproduce this issue on Windows10 systems but on Windows 7 it happens quite often.
Has anyone experienced this problem?
From comment of Hans Passant:
Calling OleInitialize() is pointless, the CLR already initializes COM before it starts a thread. And it failed, something you cannot see because you are not checking its return value. Not knowing that, it just spirals into undiagnosable misery from there. Yes, more of it on Win7. You must provide an STA thread, if this needs to run in the background then consider this solution.
I'm writing to ask you some advices for a particular problem regarding SAPI engine. I have an application that can speak both to the speakers and to a WAV file. I also need some events to be aware, i.e. word boundary and end input.
m_cpVoice->SetNotifyWindowMessage(m_hWnd, TTS_MSG, 0, 0);
hr = m_cpVoice->SetInterest(SPFEI_ALL_EVENTS, SPFEI_ALL_EVENTS);
Just for test I added all events! When the engine speaks to speakers all events are triggered and sent to the m_hWnd window, but when I set output to the WAV file, none of them are sent
CSpStreamFormat fmt;
CComPtr<ISpStreamFormat> pOld;
m_cpVoice->GetOutputStream(&pOld);
fmt.AssignFormat(pOld);
SPBindToFile(file, SPFM_CREATE_ALWAYS, &m_wavStream, &fmt.FormatId(), fmt.WaveFormatExPtr());
m_cpVoice->SetOutput(m_wavStream, false);
m_cpVoice->Speak(L"Test", SPF_ASYNC, 0);
Where file is a path passed as argument.
Really this code is taken from the TTS samples found on the SAPI SDK. It seems a little bit obscure the part setting the format...
Can you help me in finding the problem? Or does anyone of you know a better way to write TTS to WAV? I can not use manager code, it should be better to use the C++ version...
Thank you very much for help
EDIT 1
This seems to be a thread problem and searching in the spuihelp.h file, that contains the SPBindToFile helper I found that it uses the CoCreateInstance() function to create the stream. Maybe this is where the ISpVoice object looses its ability to send event in its creation thread.
What do you think about that?
I adopted an on-the-fly solution that I think should be acceptable in most of the cases, In fact when you write speech on files, the major event you would be aware is the "stop" event.
So... take a look a the class definition:
#define TTS_WAV_SAVED_MSG 5000
#define TTS_WAV_ERROR_MSG 5001
class CSpeech {
public:
CSpeech(HWND); // needed for the notifications
...
private:
HWND m_hWnd;
CComPtr<ISpVoice> m_cpVoice;
...
std::thread* m_thread;
void WriteToWave();
void SpeakToWave(LPCWSTR, LPCWSTR);
};
I implemented the method SpeakToWav as follows
// Global variables (***)
LPCWSTR tMsg;
LPCWSTR tFile;
long tRate;
HWND tHwnd;
ISpObjectToken* pToken;
void CSpeech::SpeakToWave(LPCWSTR file, LPCWSTR msg) {
// Using, for example wcscpy_s:
// tMsg <- msg;
// tFile <- file;
tHwnd = m_hWnd;
m_cpVoice->GetRate(&tRate);
m_cpVoice->GetVoice(&pToken);
if(m_thread == NULL)
m_thread = new std::thread(&CSpeech::WriteToWave, this);
}
And now... take a look at the WriteToWave() method:
void CSpeech::WriteToWav() {
// create a new ISpVoice that exists only in this
// new thread, so we need to
//
// CoInitialize(...) and...
// CoCreateInstance(...)
// Now set the voice, i.e.
// rate with global tRate,
// voice token with global pToken
// output format and...
// bind the stream using tFile as I did in the
// code listed in my question
cpVoice->Speak(tMsg, SPF_PURGEBEFORESPEAK, 0);
...
Now, because we did not used the SPF_ASYNC flag the call is blocking, but because we are on a separate thread the main thread can continue. After the Speak() method finished the new thread can continue as follow:
...
if(/* Speak is went ok */)
::PostMessage(tHwn, TTS_WAV_SAVED_MSG, 0, 0);
else
::PostMessage(tHwnd, TTS_WAV_ERROR_MSG, 0, 0);
}
(***) OK! using global variables is not quite cool :) but I was going fast. Maybe using a thread with the std::reference_wrapper to pass parameters would be more elegant!
Obviously, when receiving the TTS messages you need to clean the thread for a next time call! This can be done using a CSpeech::CleanThread() method like this:
void CSpeech::CleanThread() {
m_thread->join(); // I prefer to be sure the thread has finished!
delete m_thread;
m_thread = NULL;
}
What do you think about this solution? Too complex?
I'm currently doing a FTP download using MFC. Is a very simple program which takes 2 inputs from user and click a download button in order to download from server. Everything is fine and im able to download it from. But i realized this program can only be executed once. Either successful or fail user has to open the .exe again to download another file. I'm a beginner in C&C++ with a simple knowledge i put OnInitDialog() at the last line of the download function hopping it will loop back and initialize again. Of course it doesn't work. Below are my current codes for the download button
BOOL CFTPDOWNLOADDlg::Log_In(char* path, char* ID, char* password {
m_pFtpConnection = NULL;
try{
// path
// ID
// password
m_pFtpConnection = m_Session.GetFtpConnection(path,
ID,password,INTERNET_INVALID_PORT_NUMBER);
}
catch(CInternetException *pEx){
pEx->ReportError(MB_ICONEXCLAMATION);
m_pFtpConnection = NULL;
pEx->Delete();
return FALSE;
}
return TRUE;
}
BOOL CFTPDOWNLOADDlg::Download(){
m_Edit3.SetWindowText("Downloading..");
m_Session.EnableStatusCallback(TRUE);
if(m_pFtpConnection->GetFile(serv_Loc,host_Loc,
FALSE,FILE_ATTRIBUTE_NORMAL,FTP_TRANSFER_TYPE_BINARY,1) != 0){
MessageBox("Download Complete");
m_Edit3.SetWindowText("");}
else{
MessageBox("Download Fail");
return FALSE;
}
// Log_out Session
m_Session.Close();
m_pFtpConnection->Close();
if(m_pFtpConnection!=NULL) delete m_pFtpConnection;
else MessageBox("Download Complete");
return TRUE;
}
BOOL CFTPDOWNLOADDlg::get_Path(){
...
...
...
sprintf(serv_Loc,"soft\\%s\\%d\\%s.zip",s_No,r_Number,r_No);
sprintf(host_Loc,"%s\\%s.zip",buff2,r_No);
return TRUE;
}
void CFTPDOWNLOADDlg::OnCancel() {
// Log_out Session
m_Session.Close();
m_pFtpConnection->Close();
if(m_pFtpConnection!=NULL)
delete m_pFtpConnection;
CDialog::OnCancel();
}
void CFTPDOWNLOADDlg::OnDLButton() {
//get path from user input
get_Path();
// start download
Download();
}
I've tried to search online, i couldn't find anything which is close. Sorry for my poor explanation.
Thank you in advance for your kindness in replying
Here is what you need to do:
You should make CInternetSession m_Session; a member of your CWinApp-derived class.
You should call m_Session.Close() in ExitInstance() method of your CWinApp-derived class.
In your CDialog-derived class you should only deal with CFtpConnection related stuff. So when user clicks on Download button you should call GetFtpConnection() and initialize your m_pFtpConnection and do the rest. When download/upload is done call m_pFtpConnection->Close(); and delete m_pFtpConnection;
Please also use CString instead of char*. There are lots of benefits like automatic UNICODE support, etc.
Please also consider using CString::Format() method instead of sprintf().
You should also consider using threads to perform upload/download tasks in a separate worker thread. Use AfxBeginThread() to start the thread. This way you'll not affect Windows message pump that is a part of main application (GUI) thread. So your GUI wont lock up while you uploading/downloading files.
My app is making heavy use of webservice calls. Lately, some of the calls got stuck. After playing around I figured out that it
happens mostly for release builds
happens in the Simulator AND on the device (iPad, iOS 4.3)
happens more often on iPad 1 than on iPad 2
it is not limited to web services an SOAP but also affects the System.Net.WebClient
does not affest [NSString stringWithContentsOfUrl:] if invoked manually, since not bound
The effect is that the CPU load of the device drops to zero. memory is stable (in my demo project 8.5MB). If I put Console.WriteLines() everywhere, I can see that the code is stuck inside one of the WebClient.Download*() methods.
The code below demonstrates that (if built RELEASE with MT 4.0.1, LLVM off or on does not matter) downloading a file from the web over and over again fails sometimes right away on the first try, sometimes after 10 times, sometimes after around 30 downloads.
It is totally random. If you think it works, kill the app and restart it and eventually it will hang.
When building the same using MT 3.2.6, the downloading goes on all day without issues. It is impossible to break it.
MONO installed is the latest available version.
Can somebody from the MT team comment on it?
using System;
using System.IO;
using System.Threading;
using System.Net;
using System.Collections.Generic;
using System.Linq;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
namespace iOSTest
{
public class Application
{
static void Main (string[] args)
{
UIApplication.Main (args);
}
}
// The name AppDelegate is referenced in the MainWindow.xib file.
public partial class AppDelegate : UIApplicationDelegate
{
private Thread oThread;
// This method is invoked when the application has loaded its UI and its ready to run
public override bool FinishedLaunching (UIApplication app, NSDictionary options)
{
// Make a release build and run on iPad 1 with iOS 4.3.2.
// Fails after downloading between 1 time and 30 times on MT 4.0.1.
// It is possible that it seems to work. Then just kill the app and restart and suddenly the effect
// will become visible. If you watch it with Instruments, CPU suddenly drops to zero. The app then is
// stuck somewhere inside WebClient. After about 10 minutes, an exception will be thrown (timeout).
// Never fails on MT 3.2.6
Console.WriteLine(MonoTouch.Constants.Version);
// A label that counts how often we downloaded.
UILabel oLbl = new UILabel(new System.Drawing.RectangleF(40, 100, 150, 30));
window.AddSubview(oLbl);
// This thread downloads the same file over and over again.
// The thread is not required to demonstrate the issue. The same problem occurs
// if the download is running on the main thread.
this.oThread = new Thread(delegate()
{
using(var oPool = new NSAutoreleasePool())
{
int i = 0;
while(true)
{
// Setup webclient and download a file from my website (around 2.4 MB)
WebClient oClient = new WebClient();
// It would be nice to hange it to your own URL to save me from all the traffic.
oClient.DownloadFile(new Uri("http://www.wildsau.net/image.axd?picture=2011%2f4%2fDSC05178.JPG"), Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), "test.jpg"));
// Increase counter and update label.
i++;
this.InvokeOnMainThread(delegate { oLbl.Text = i.ToString(); });
Console.WriteLine("Done " + i + " times.");
}
}
});
// Have a button that starts the action.
UIButton oBtn = UIButton.FromType(UIButtonType.RoundedRect);
oBtn.SetTitle("Download", UIControlState.Normal);
oBtn.Frame = new System.Drawing.RectangleF(40, 40, 150, 30);
oBtn.TouchUpInside += delegate(object sender, System.EventArgs e)
{
this.oThread.Start();
};
window.AddSubview(oBtn);
window.MakeKeyAndVisible ();
return true;
}
// This method is required in iPhoneOS 3.0
public override void OnActivated (UIApplication application)
{
}
}
}
From Gonzalo-
When the problem occurs, "kicking" the threadpool by adding another
work item will make the problem go away.
Something like this (not tested or compiled ;-) should do:
Timer timer = new Timer (AddMe);
...
WebClient wc = new WebClient ();
Uri uri = new Uri(url);
timer.Change (0, 500); // Trigger it now and every 500ms
byte[] bytes = wc.DownloadData(uri);
timer.Change (Timeout.Infinite, Timeout.Infinite);
....
static void AddMe (object state)
{
// Empty.
}
#
Works 100% of the time - for me at least - YMMV. And it did, once we put the code under stress (Lots of files to download) it stalled again. Just heard from MT that 4.0.6 will have the fix in it. Should see it later this week!
Promised to be fixed by Xamarin in the next major release. Still does not work in 4.0.4 though.