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Home » U++ Library support » U++ MT-multithreading and servers » DnD hangs in MT Refresh()ing
Re: DnD hangs in MT Refresh()ing [message #24749 is a reply to message #24748] Fri, 29 January 2010 11:28 Go to previous messageGo to previous message
mirek is currently offline  mirek
Messages: 13976
Registered: November 2005
Ultimate Member
Hm, try this please:

void Ctrl::ICall(Callback cb)
{
	LLOG("Ctrl::Call " << IsMainThread() << ", nonmain: " << NonMain);
	if(IsMainThread())
		cb();
	else {
		GuiLock __;
		CallBox cbox;
		cbox.cb = cb;
		CtrlCall = callback1(PerformCall, &cbox);
		int level = LeaveGMutexAll();
		WakeUpGuiThread();
		LLOG("Waiting for semaphore");
		if(!Thread::IsShutdownThreads())
			cbox.sem.Wait();
		EnterGMutex(level);
	}
	LLOG("-- Ctrl::Call " << IsMainThread());
}

void Ctrl::Call(Callback cb)
{
	if(IsMainThread())
		cb();
	else {
		GuiLock __;
		CallBox cbox;
		cbox.cb = cb;
		UPP::PostCallback(callback1(PerformCall, &cbox));
		int n = NonMain;
		int nn = n;
		NonMain = 0;
		for(int i = 0; i < n; i++)
			NonMainLock.Leave();
		int level = LeaveGMutexAll();
		WakeUpGuiThread();
		if(!Thread::IsShutdownThreads())
			cbox.sem.Wait();
		for(int i = 0; i < n; i++)
			NonMainLock.Enter();
		EnterGMutex(level);
		NonMain = n;
	}
}



(Rationale: It might be possible that Call gets invoked by different thread than the one that locked NonMainLock - in that case, setting NonMain to zero is indeed quite a bad idea).

All that convoluted mess just because M$ long time ago decided that HWND is per thread (not process)...
 
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