Sound mutex workaround

This commit is contained in:
Louvenarde 2021-08-14 00:27:19 +02:00
parent 830a60c8c9
commit 8e4c102984
4 changed files with 59 additions and 0 deletions

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@ -101,6 +101,7 @@ namespace Components
Loader::Register(new StructuredData()); Loader::Register(new StructuredData());
Loader::Register(new ConnectProtocol()); Loader::Register(new ConnectProtocol());
Loader::Register(new StartupMessages()); Loader::Register(new StartupMessages());
Loader::Register(new SoundMutexFix());
Loader::Register(new Client()); Loader::Register(new Client());

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@ -130,5 +130,6 @@ namespace Components
#include "Modules/ConnectProtocol.hpp" #include "Modules/ConnectProtocol.hpp"
#include "Modules/StartupMessages.hpp" #include "Modules/StartupMessages.hpp"
#include "Modules/Stats.hpp" #include "Modules/Stats.hpp"
#include "Modules/SoundMutexFix.hpp"
#include "Modules/Client.hpp" #include "Modules/Client.hpp"

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@ -0,0 +1,43 @@
#include "STDInclude.hpp"
namespace Components
{
/// This component is a workaround for issue https://github.com/XLabsProject/iw4x-client/issues/80
/// In case the link goes down, this is a "game hangs randomly" issue:
///
/// Investigations on the issue pointed out it comes from a situation on Intel processors where
/// WaitForSingleObjectA is ignored by a thread, for some (?) reason.
///
/// This locks up the game randomly, mostly at the end of rounds or when too many things happen at
/// once, due to trying to stop sounds (AIL_Stop_sounds) and playing streams at the same time,
/// rushing for the same resource via AIL_lock_mutex.
///
/// This bug has been reproduced on mp_terminal, mp_overgrown, mp_rust, with and without bots,
/// and so far this has been the only way to circumvent it afaik. This component wraps
/// miles' mutex into another mutex, created below, and for some reason (?) that mutex is
/// respected when miles' is not.
///
/// As soon as a real fix is found, please discard this fix. In the meantime, it should not
/// have side effects too bad - worst case it might cause a slight performance drop during
/// team switch and intermission.
///
std::mutex SoundMutexFix::snd_mutex;
static void __stdcall LockSoundMutex(int unk)
{
std::lock_guard lock(SoundMutexFix::snd_mutex);
DWORD funcPtr = *reinterpret_cast<DWORD*>(0x6D7554); // AIL_close_stream
((void(__stdcall*)(int unk))(funcPtr))(unk);
}
SoundMutexFix::SoundMutexFix()
{
Utils::Hook(0x689EFE, &LockSoundMutex, HOOK_JUMP).install()->quick();
}
SoundMutexFix::~SoundMutexFix()
{
}
}

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@ -0,0 +1,14 @@
#pragma once
namespace Components
{
class SoundMutexFix : public Component
{
public:
SoundMutexFix();
~SoundMutexFix();
static void SND_StopStreamChannelHook(int channel);
static std::mutex snd_mutex;
};
}