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Use ThreadLocal to avoid potential threading issues

This commit is contained in:
Dean Herbert 2021-11-29 17:38:42 +09:00
parent c98451a7bf
commit 673481ebc5

View File

@ -52,7 +52,7 @@ namespace osu.Game.Database
/// </summary>
private readonly SemaphoreSlim contextCreationLock = new SemaphoreSlim(1);
private bool canCreateContexts;
private ThreadLocal<bool> currentThreadCanCreateContexts = new ThreadLocal<bool>();
private static readonly GlobalStatistic<int> refreshes = GlobalStatistics.Get<int>(@"Realm", @"Dirty Refreshes");
private static readonly GlobalStatistic<int> contexts_created = GlobalStatistics.Get<int>(@"Realm", @"Contexts (Created)");
@ -155,13 +155,13 @@ namespace osu.Game.Database
try
{
if (!canCreateContexts)
if (!currentThreadCanCreateContexts.Value)
contextCreationLock.Wait();
// the semaphore is used to stop all context creation.
// once the semaphore has been taken by this code section, it is safe to create further contexts.
// this can happen if a realm subscription is active and triggers a callback which has user code that calls `CreateContext`.
canCreateContexts = true;
currentThreadCanCreateContexts.Value = true;
contexts_created.Value++;
@ -170,7 +170,7 @@ namespace osu.Game.Database
finally
{
contextCreationLock.Release();
canCreateContexts = false;
currentThreadCanCreateContexts.Value = false;
}
}