SDL/src/main/ngage/SDL_sysmain_main.cpp
Michael Fitzmayer 51925aa92e [N-Gage] Resolve hang on repeated app launch.
CAudio::~CAudio() waited on MaoscBufferCopied(KErrAbort) to set
EStateDone, but that callback can never fire once the active scheduler
loop has exited, deadlocking every close.

- StopThread() before iStream->Stop() in ~CAudio()
- Force iState = EStateDone instead of waiting on a dead callback
- Add 5s timeout to AudioIsReady() poll in E32Main()
- Fix CleanupStack LIFO pop order (mainApp before gRenderer)
2026-05-06 18:32:05 +02:00

196 lines
5.3 KiB
C++

/*
Simple DirectMedia Layer
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifdef __cplusplus
extern "C" {
#endif
#include "SDL_internal.h"
extern SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]);
extern SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event);
extern SDL_AppResult SDL_AppIterate(void *appstate);
extern void SDL_AppQuit(void *appstate, SDL_AppResult result);
#ifdef __cplusplus
}
#endif
#include <e32std.h>
#include <estlib.h>
#include <stdio.h>
#include <stdlib.h>
#include "../../audio/ngage/SDL_ngageaudio.hpp"
#include "../../render/ngage/SDL_render_ngage_c.hpp"
#include "SDL_sysmain_main.hpp"
CRenderer *gRenderer = 0;
GLDEF_C TInt E32Main()
{
// Get args and environment.
int argc = 1;
char *argv[] = { "game", NULL };
char **envp = NULL;
// Create lvalue variables for __crt0 arguments.
char **argv_lvalue = argv;
char **envp_lvalue = envp;
CTrapCleanup *cleanup = CTrapCleanup::New();
if (!cleanup) {
return KErrNoMemory;
}
TRAPD(err,
{
CActiveScheduler *scheduler = new (ELeave) CActiveScheduler();
CleanupStack::PushL(scheduler);
CActiveScheduler::Install(scheduler);
TInt posixErr = SpawnPosixServerThread();
if (posixErr != KErrNone) {
SDL_Log("Error: Failed to spawn POSIX server thread: %d", posixErr);
User::Leave(posixErr);
}
__crt0(argc, argv_lvalue, envp_lvalue);
// Increase heap size.
RHeap *newHeap = User::ChunkHeap(NULL, 7500000, 7500000, KMinHeapGrowBy);
if (!newHeap) {
SDL_Log("Error: Failed to create new heap");
User::Leave(KErrNoMemory);
}
CleanupStack::PushL(newHeap);
RHeap *oldHeap = User::SwitchHeap(newHeap);
TInt targetLatency = 225;
InitAudio(&targetLatency);
// Wait until audio is ready (timeout after ~5 seconds).
TInt audioWaitMs = 0;
while (!AudioIsReady() && audioWaitMs < 5000) {
User::After(100000); // 100ms.
audioWaitMs += 100;
}
if (!AudioIsReady()) {
SDL_Log("Error: Audio failed to initialise within timeout");
User::Leave(KErrTimedOut);
}
// Create and start the rendering backend.
gRenderer = CRenderer::NewL();
CleanupStack::PushL(gRenderer);
// Create and start the SDL main runner.
CSDLmain *mainApp = CSDLmain::NewL();
CleanupStack::PushL(mainApp);
mainApp->Start();
// Start the active scheduler to handle events.
CActiveScheduler::Start();
CleanupStack::PopAndDestroy(mainApp);
CleanupStack::PopAndDestroy(gRenderer);
User::SwitchHeap(oldHeap);
CleanupStack::PopAndDestroy(newHeap);
CleanupStack::PopAndDestroy(scheduler);
});
if (err != KErrNone) {
SDL_Log("Error: %d", err);
}
return err;
}
CSDLmain *CSDLmain::NewL()
{
CSDLmain *self = new (ELeave) CSDLmain();
CleanupStack::PushL(self);
self->ConstructL();
CleanupStack::Pop(self);
return self;
}
CSDLmain::CSDLmain() : CActive(EPriorityStandard) {}
void CSDLmain::ConstructL()
{
CActiveScheduler::Add(this);
}
CSDLmain::~CSDLmain()
{
Cancel();
}
void CSDLmain::Start()
{
SetActive();
TRequestStatus *status = &iStatus;
User::RequestComplete(status, KErrNone);
}
void CSDLmain::DoCancel() {}
static bool callbacks_initialized = false;
static void ShutdownApp(SDL_AppResult result)
{
callbacks_initialized = false;
DeinitAudio();
SDL_AppQuit(NULL, result);
SDL_Quit();
CActiveScheduler::Stop();
}
void CSDLmain::RunL()
{
if (callbacks_initialized) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
iResult = SDL_AppEvent(NULL, &event);
if (iResult != SDL_APP_CONTINUE) {
ShutdownApp(iResult);
return;
}
}
iResult = SDL_AppIterate(NULL);
if (iResult != SDL_APP_CONTINUE) {
ShutdownApp(iResult);
return;
}
Start();
} else {
SDL_SetMainReady();
SDL_AppInit(NULL, 0, NULL);
callbacks_initialized = true;
Start();
}
}