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authorRobin Jarry <robin@jarry.cc>2023-05-17 16:13:43 +0200
committerRobin Jarry <robin@jarry.cc>2023-05-20 22:09:43 +0200
commit916bca33ea6cf2530117071fdd9b7b15e00e2f29 (patch)
tree3d3a523e6af3fd330da17a114d49db148c45c5fc /lib
parent02099cc6ea29e8595f43abe5b6a475edc92e24e0 (diff)
downloadaerc-916bca33ea6cf2530117071fdd9b7b15e00e2f29.tar.gz
ui: fix deadlocks in message channel
There are several ways the ui message channel can fill up leading to deadlocks. 1) Invalidate() changes the value of uiState to DIRTY. The following call sequence: QueueRedraw() Invalidate() QueueRedraw() Leads to multiple nil messages being queued in the message channel whereas one could assume that the second QueueRedraw() would do nothing. This is caused by the tri-state nature of uiState. 2) We use the same channel to convey state change, keyboard events and redraw requests. Since a keyboard event almost always triggers a redraw, we end up trying to append a redraw message in the same goroutine that reads from the channel. This triggers a deadlock when there are more than 50 pending messages. Solve the issue by using multiple channels, one per type of message that needs to be sent to the main ui thread. Remove QueueRedraw() and merge its functionality in Invalidate(). Only use a DIRTY/CLEAN state to determine if something needs to be queued in the redraw channel. Use a channel for quitting instead of an atomic. Restructure some code functions to have a cleaner API. Use a for loop in the main thread and select from all channels. Signed-off-by: Robin Jarry <robin@jarry.cc> Tested-by: Koni Marti <koni.marti@gmail.com> Tested-by: Maarten van Gompel <proycon@anaproy.nl>
Diffstat (limited to 'lib')
-rw-r--r--lib/msgstore.go2
-rw-r--r--lib/ui/interfaces.go3
-rw-r--r--lib/ui/textinput.go2
-rw-r--r--lib/ui/ui.go58
4 files changed, 22 insertions, 43 deletions
diff --git a/lib/msgstore.go b/lib/msgstore.go
index 7cdc5810..29b3c53c 100644
--- a/lib/msgstore.go
+++ b/lib/msgstore.go
@@ -427,7 +427,7 @@ func (store *MessageStore) runThreadBuilder() {
}
store.threadBuilderDebounce = time.AfterFunc(store.threadBuilderDelay, func() {
store.runThreadBuilderNow()
- ui.QueueRedraw()
+ ui.Invalidate()
})
}
diff --git a/lib/ui/interfaces.go b/lib/ui/interfaces.go
index 8ede22c7..19f0c04f 100644
--- a/lib/ui/interfaces.go
+++ b/lib/ui/interfaces.go
@@ -4,9 +4,6 @@ import (
"github.com/gdamore/tcell/v2"
)
-// AercMsg is used to communicate within aerc
-type AercMsg interface{}
-
// Drawable is a UI component that can draw. Unless specified, all methods must
// only be called from a single goroutine, the UI goroutine.
type Drawable interface {
diff --git a/lib/ui/textinput.go b/lib/ui/textinput.go
index d76e9349..b2ba33f6 100644
--- a/lib/ui/textinput.go
+++ b/lib/ui/textinput.go
@@ -329,7 +329,7 @@ func (ti *TextInput) showCompletions() {
}
ti.completions, ti.prefix = ti.tabcomplete(ti.StringLeft())
ti.completeIndex = -1
- QueueRedraw()
+ Invalidate()
}
func (ti *TextInput) OnChange(onChange func(ti *TextInput)) {
diff --git a/lib/ui/ui.go b/lib/ui/ui.go
index bc054ac5..628946fa 100644
--- a/lib/ui/ui.go
+++ b/lib/ui/ui.go
@@ -3,52 +3,43 @@ package ui
import (
"sync/atomic"
- "git.sr.ht/~rjarry/aerc/log"
"github.com/gdamore/tcell/v2"
)
const (
// nominal state, UI is up to date
CLEAN int32 = iota
- // redraw is required but not explicitly requested
+ // UI render has been queued in Redraw channel
DIRTY
- // redraw has been explicitly requested
- REDRAW_PENDING
)
-var MsgChannel = make(chan AercMsg, 50)
-
-type AercFuncMsg struct {
- Func func()
-}
-
// State of the UI. Any value other than 0 means the UI is in a dirty state.
// This should only be accessed via atomic operations to maintain thread safety
var uiState int32
-// QueueRedraw marks the UI as invalid and sends a nil message into the
-// MsgChannel. Nothing will handle this message, but a redraw will occur
-func QueueRedraw() {
- if atomic.SwapInt32(&uiState, REDRAW_PENDING) != REDRAW_PENDING {
- MsgChannel <- nil
- }
-}
+var Callbacks = make(chan func(), 50)
// QueueFunc queues a function to be called in the main goroutine. This can be
// used to prevent race conditions from delayed functions
func QueueFunc(fn func()) {
- MsgChannel <- &AercFuncMsg{Func: fn}
+ Callbacks <- fn
}
-// Invalidate marks the entire UI as invalid. Invalidate can be called from any
-// goroutine
+// Use a buffered channel of size 1 to avoid blocking callers of Invalidate()
+var Redraw = make(chan bool, 1)
+
+// Invalidate marks the entire UI as invalid and request a redraw as soon as
+// possible. Invalidate can be called from any goroutine and will never block.
func Invalidate() {
- atomic.StoreInt32(&uiState, DIRTY)
+ if atomic.SwapInt32(&uiState, DIRTY) != DIRTY {
+ Redraw <- true
+ }
}
type UI struct {
Content DrawableInteractive
- exit atomic.Value // bool
+ Quit chan struct{}
+ Events chan tcell.Event
ctx *Context
screen tcell.Screen
popover *Popover
@@ -73,11 +64,14 @@ func Initialize(content DrawableInteractive) (*UI, error) {
state := UI{
Content: content,
screen: screen,
+ // Use unbuffered channels (always blocking unless somebody can
+ // read immediately) We are merely using this as a proxy to
+ // tcell screen internal event channel.
+ Events: make(chan tcell.Event),
+ Quit: make(chan struct{}),
}
state.ctx = NewContext(width, height, screen, state.onPopover)
- state.exit.Store(false)
-
Invalidate()
if beeper, ok := content.(DrawableInteractiveBeeper); ok {
beeper.OnBeep(screen.Beep)
@@ -87,6 +81,7 @@ func Initialize(content DrawableInteractive) (*UI, error) {
if root, ok := content.(RootDrawable); ok {
root.Initialize(&state)
}
+ go state.screen.ChannelEvents(state.Events, state.Quit)
return &state, nil
}
@@ -95,12 +90,8 @@ func (state *UI) onPopover(p *Popover) {
state.popover = p
}
-func (state *UI) ShouldExit() bool {
- return state.exit.Load().(bool)
-}
-
func (state *UI) Exit() {
- state.exit.Store(true)
+ close(state.Quit)
}
func (state *UI) Close() {
@@ -124,15 +115,6 @@ func (state *UI) EnableMouse() {
state.screen.EnableMouse()
}
-func (state *UI) ChannelEvents() {
- go func() {
- defer log.PanicHandler()
- for {
- MsgChannel <- state.screen.PollEvent()
- }
- }()
-}
-
func (state *UI) HandleEvent(event tcell.Event) {
if event, ok := event.(*tcell.EventResize); ok {
state.screen.Clear()