Fix races in mouse signal handling almost properly using the INTOFF/INTON

method as in /bin/sh.

We still do technically undefined things in the signal handler, but it
is safe in practice to access state that is protected by INTOFF/INTON.

In a recent commit, I sprinkled VGLMouseFrozen++/-- operations in
places that need INTOFF/INTON.  This prevented clobbering of pixels
under the mouse, but left mouse signals deferred for too long.  It is
necessary to call the signal handler when the count goes to 0.  Old
versions did this in the unfreeze function, but didn't block actual
signals, so the signal handler raced itself.  The sprinkled operations
reduced the races, but when then worked to block a race they left
signals deferred for too long.

Use INTOFF/INTON to fix complete loss of mouse signals while reading
the mouse status.  Clobbering of the state was prevented by SIG_IGN'ing
mouse signals, but that has a high overhead and broke more than it
fixed by losing mouse signals completely.  sigprocmask() works to block
signals without losing them completely, but its overhead is also too
high.

libvgl's mouse signal handling is often worse than none.  Applications
can't block waiting for a mouse or keyboard or other event, but have
to busy-wait.  The SIG_IGN's lost about half of all mouse events while
busy-waiting for mouse events.
This commit is contained in:
bde 2019-03-29 15:20:48 +00:00
parent 7ebe05b989
commit d7c2d0475b

View File

@ -86,11 +86,18 @@ static byte map[MOUSE_IMG_SIZE*MOUSE_IMG_SIZE*4];
static VGLBitmap VGLMouseSave =
VGLBITMAP_INITIALIZER(MEMBUF, MOUSE_IMG_SIZE, MOUSE_IMG_SIZE, map);
static int VGLMouseVisible = 0;
static int VGLMouseFrozen = 0;
static int VGLMouseShown = 0;
static int VGLMouseXpos = 0;
static int VGLMouseYpos = 0;
static int VGLMouseButtons = 0;
static volatile sig_atomic_t VGLMintpending;
static volatile sig_atomic_t VGLMsuppressint;
#define INTOFF() (VGLMsuppressint++)
#define INTON() do { \
if (--VGLMsuppressint == 0 && VGLMintpending) \
VGLMouseAction(0); \
} while (0)
void
VGLMousePointerShow()
@ -102,7 +109,7 @@ VGLMousePointerShow()
int i, pos, pos1;
if (!VGLMouseVisible) {
VGLMouseFrozen++;
INTOFF();
VGLMouseVisible = 1;
crtcidx = inb(0x3c4);
crtcval = inb(0x3c5);
@ -125,7 +132,7 @@ VGLMousePointerShow()
outb(0x3c5, crtcval);
outb(0x3ce, gdcidx);
outb(0x3cf, gdcval);
VGLMouseFrozen--;
INTON();
}
}
@ -135,7 +142,7 @@ VGLMousePointerHide()
byte crtcidx, crtcval, gdcidx, gdcval;
if (VGLMouseVisible) {
VGLMouseFrozen++;
INTOFF();
VGLMouseVisible = 0;
crtcidx = inb(0x3c4);
crtcval = inb(0x3c5);
@ -147,7 +154,7 @@ VGLMousePointerHide()
outb(0x3c5, crtcval);
outb(0x3ce, gdcidx);
outb(0x3cf, gdcval);
VGLMouseFrozen--;
INTON();
}
}
@ -173,10 +180,13 @@ VGLMouseAction(int dummy)
{
struct mouse_info mouseinfo;
if (VGLMouseFrozen) {
VGLMouseFrozen += 8;
if (VGLMsuppressint) {
VGLMintpending = 1;
return;
}
again:
INTOFF();
VGLMintpending = 0;
mouseinfo.operation = MOUSE_GETINFO;
ioctl(0, CONS_MOUSECTL, &mouseinfo);
if (VGLMouseShown == VGL_MOUSESHOW)
@ -186,6 +196,15 @@ VGLMouseAction(int dummy)
VGLMouseButtons = mouseinfo.u.data.buttons;
if (VGLMouseShown == VGL_MOUSESHOW)
VGLMousePointerShow();
/*
* Loop to handle any new (suppressed) signals. This is INTON() without
* recursion. !SA_RESTART prevents recursion in signal handling. So the
* maximum recursion is 2 levels.
*/
VGLMsuppressint = 0;
if (VGLMintpending)
goto again;
}
void
@ -248,11 +267,11 @@ VGLMouseInit(int mode)
int
VGLMouseStatus(int *x, int *y, char *buttons)
{
signal(SIGUSR2, SIG_IGN);
INTOFF();
*x = VGLMouseXpos;
*y = VGLMouseYpos;
*buttons = VGLMouseButtons;
signal(SIGUSR2, VGLMouseAction);
INTON();
return VGLMouseShown;
}
@ -261,7 +280,7 @@ VGLMouseFreeze(int x, int y, int width, int hight, u_long color)
{
int i, xstride, ystride;
VGLMouseFrozen++;
INTOFF();
if (width > 1 || hight > 1 || (color & 0xc0000000) == 0) { /* bitmap */
if (VGLMouseShown == 1) {
int overlap;
@ -311,13 +330,8 @@ VGLMouseFreeze(int x, int y, int width, int hight, u_long color)
void
VGLMouseUnFreeze()
{
if (VGLMouseFrozen > 8) {
VGLMouseFrozen = 0;
VGLMouseAction(0);
}
else {
if (VGLMouseShown == VGL_MOUSESHOW && !VGLMouseVisible)
VGLMousePointerShow();
VGLMouseFrozen = 0;
}
if (VGLMouseShown == VGL_MOUSESHOW && !VGLMouseVisible && !VGLMintpending)
VGLMousePointerShow();
while (VGLMsuppressint)
INTON();
}