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authorShadowNinja <shadowninja@minetest.net>2017-01-28 17:02:43 -0500
committerShadowNinja <shadowninja@minetest.net>2017-01-28 18:52:07 -0500
commitc93f7f5ceaf255bc9314be022b7bebb55b1d0605 (patch)
tree34b08b1680b9223587ed30043a02d64465467f3c /src/unittest
parent79d752ba4f6f0197627cc20f99b2540f63b6dc88 (diff)
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Fix synchronization issue at thread start
If a newly spawned thread called getThreadId or getThreadHandle before the spawning thread finished saving the thread handle, then the handle/id would be used uninitialized. This would cause the threading tests to fail since isCurrentThread would return false, and if Minetest is built with C++11 support the std::thread object pointer would be dereferenced while ininitialized, causing a segmentation fault. This fixes the issue by using a mutex to force the spawned thread to wait for the spawning thread to finish initializing the thread object. An alternative way to handle this would be to also set the thread handle/id in the started thread but this wouldn't work for C++11 builds because there's no way to get the partially constructed object.
Diffstat (limited to 'src/unittest')
-rw-r--r--src/unittest/test_threading.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/unittest/test_threading.cpp b/src/unittest/test_threading.cpp
index cdbf9674e..e1e1d3660 100644
--- a/src/unittest/test_threading.cpp
+++ b/src/unittest/test_threading.cpp
@@ -39,9 +39,7 @@ static TestThreading g_test_instance;
void TestThreading::runTests(IGameDef *gamedef)
{
-#if !(defined(__MACH__) && defined(__APPLE__))
TEST(testStartStopWait);
-#endif
TEST(testThreadKill);
TEST(testAtomicSemaphoreThread);
}