[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

Re: [pygame] [PLEASE TEST]: New locking code



I assume you are saying surface.unlock should throw an exception as opposed to do nothing in the cases where it's not valid? (if so, I agree)

Or was there some other condition you were thinking of as well?

On Tue, Jun 10, 2008 at 3:23 PM, Charlie Nolan <funnyman3595@xxxxxxxxx> wrote:
Errors should never pass silently.
Unless explicitly silenced.

-FM

On 6/10/08, Marcus von Appen <mva@xxxxxxxxxxxx> wrote:
> Hi,
>
> regarding Jake's unlock() report I changed the locking behaviour to be
> more strict about who can unlock a locked surface.
>
> While it was possible to completely unlock a surface at any time from
> anywhere, it is now strongly tied to the object, which caused the lock.
>
> While it was possible to do stuff like
>
>       subsurface = surface.subsurface (...)
>       subsurface.lock ()
>       surface.unlock ()
>       # surface is unlocked again although subsurface is locked
>       ...
>       sfarray = pygame.surfarray.pixels3d(surface)
>       surface.unlock ()
>       # Monsters live here
>       ...
>
> you now have to explicitly release the lock using the object that caused
> it:
>
>       subsurface = surface.subsurface (...)
>       subsurface.unlock ()
>       surface.unlock ()         # No effect
>       subsurface.unlock ()      # Now the lock is released.
>       # surface is unlocked again
>       ...
>       sfarray = pygame.surfarray.pixels3d(surface)
>       surface.unlock ()         # Nothing happens
>       del sfarray               # Surface will be unlocked
>       # Rainbowland's coming!
>       ...
>
> The surface.get_locked() method was adjusted accordingly and works as
> supposed now. Additionally the surface got a new get_locks() method,
> which returns a tuple with the object holding a lock. Though this is not
> always exact or very helpful, it can give you a quick overview about the
> reason for a dangling lock (numpy surfarrays for example are not listed,
> but a surface buffer instead as that one caused the lock).
>
> As this is tightly bound to reference counts, weakref pointers and other
> big sources for errors, I beg anyone to test it extensively with your
> code.
>
> Attached you'll find the patch, which hopefully brings love, joy,
>  happiness and less errors to pygame.
>
> Regards
> Marcus
>