Address review, clean up code
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@ -2,42 +2,38 @@
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namespace Components
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{
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/// This component is a workaround for issue https://github.com/XLabsProject/iw4x-client/issues/80
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/// In case the link goes down, this is a "game hangs randomly" issue:
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///
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/// Investigations on the issue pointed out it comes from a situation on Intel processors where
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/// WaitForSingleObjectA is ignored by a thread, for some (?) reason.
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///
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/// This locks up the game randomly, mostly at the end of rounds or when too many things happen at
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/// once, due to trying to stop sounds (AIL_Stop_sounds) and playing streams at the same time,
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/// rushing for the same resource via AIL_lock_mutex.
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///
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/// This bug has been reproduced on mp_terminal, mp_overgrown, mp_rust, with and without bots,
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/// and so far this has been the only way to circumvent it afaik. This component wraps
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/// miles' mutex into another mutex, created below, and for some reason (?) that mutex is
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/// respected when miles' is not.
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///
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/// As soon as a real fix is found, please discard this fix. In the meantime, it should not
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/// have side effects too bad - worst case it might cause a slight performance drop during
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/// team switch and intermission.
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///
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// This component is a workaround for issue https://github.com/XLabsProject/iw4x-client/issues/80
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// In case the link goes down, this is a "game hangs randomly" issue:
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//
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// Investigations on the issue pointed out it comes from a situation on Intel processors where
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// WaitForSingleObjectA is ignored by a thread, for some (?) reason.
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//
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// This locks up the game randomly, mostly at the end of rounds or when too many things happen at
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// once, due to trying to stop sounds (AIL_Stop_sounds) and playing streams at the same time,
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// rushing for the same resource via AIL_lock_mutex.
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//
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// This bug has been reproduced on mp_terminal, mp_overgrown, mp_rust, with and without bots,
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// and so far this has been the only way to circumvent it afaik. This component wraps
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// miles' mutex into another mutex, created below, and for some reason (?) that mutex is
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// respected when miles' is not.
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//
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// As soon as a real fix is found, please discard this fix. In the meantime, it should not
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// have side effects too bad - worst case it might cause a slight performance drop during
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// team switch and intermission.
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//
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std::mutex SoundMutexFix::snd_mutex;
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static void __stdcall LockSoundMutex(int unk)
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void __stdcall SoundMutexFix::LockSoundMutex(int unk)
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{
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std::lock_guard lock(SoundMutexFix::snd_mutex);
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DWORD funcPtr = *reinterpret_cast<DWORD*>(0x6D7554); // AIL_close_stream
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((void(__stdcall*)(int unk))(funcPtr))(unk);
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Utils::Hook::Call<void __stdcall(int)>(funcPtr)(unk);
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}
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SoundMutexFix::SoundMutexFix()
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{
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Utils::Hook(0x689EFE, &LockSoundMutex, HOOK_JUMP).install()->quick();
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}
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SoundMutexFix::~SoundMutexFix()
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{
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Utils::Hook(0x689EFE, &SoundMutexFix::LockSoundMutex, HOOK_JUMP).install()->quick();
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}
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}
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@ -1,4 +1,5 @@
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#pragma once
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#include <mutex>
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namespace Components
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{
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@ -6,9 +7,9 @@ namespace Components
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{
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public:
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SoundMutexFix();
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~SoundMutexFix();
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static void SND_StopStreamChannelHook(int channel);
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private:
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static std::mutex snd_mutex;
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static void LockSoundMutex(int unk);
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};
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}
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