I’m running into a mild conundrum concerning thread safety for my game loop. What I have below is 3 threads (including the main) that are meant to work together. One for event managing (main thread), one for logic, and one for the rendering. All 3 of these threads exist within their own class, as you can see below. In basic testing the structure works without problems. This system uses SFML and renders with OpenGL.
int main(){
Gamestate gs;
EventManager em(&gs);
LogicManager lm(&gs);
Renderer renderer(&gs);
lm.start();
renderer.start();
em.eventLoop();
return 0;
}
However, as you may have noticed I have a “Gamestate” class that is meant to act as a container of all the resources that need to be shared between the threads (mostly with LogicManager as a writer and Renderer as a reader. EventManager is mostly just for window events). My questions are: (1 and 2 being the most important)
1) Is this a good way of going about things? Meaning is having a “global” Gamestate class a good idea to use? Is there a better way of going about it?
2) My intention was to have Gamestate have mutexes in the getters/setters, except that doesn’t work for reading because I can’t return the object while it’s still locked, which means I’d have to put synchronization outside of the getters/setters and make the mutexes public. It also means I’d have a bloody ton of mutexes for all the different resources. What is the most elegant way of going about this problem?
3) I have all of the threads accessing “bool run” to check if to continue their loops
while(gs->run){
....
}
run gets set to false if I receive a quit message in the EventManager. Do I need to synchronize that variable at all? Would I set it to volatile?
4) Does constantly dereferencing pointers and such have an impact on performance? eg gs->objects->entitylist.at(2)->move(); Do all those ‘->’ and ‘.’ cause any major slowdown?
Global state
For a game, as opposed to some reusable piece of code, I’d say a global state is good enough. You might even avoid passing gamestate pointers around, and really make it a global variable instead.
Synchronization
I’d try to think of this in terms of transactions. Wrapping every single state change into its own mutex locking code will not only impact performance, but might lead to actually incorrect behaviour if the code gets one state element, performs some computation on it and sets the value later on, while some other code modified the same element in between. So I’d try to structure
LogicManagerandRendererin such ways that all the interaction with the Gamestate occurs bundled in a few places. For the duration of that interaction, the thread should hold a mutex on the state.If you want to enforce the use of mutexes, then you can create some construct where you have at least two classes. Let’s call them
GameStateDataandGameStateAccess.GameStateDatawould contain all the state, but without providing public access to it.GameStateAccesswould be a friend ofGameStateDataand provide access to its private data. The constructor ofGameStateAccesswould take a reference or pointer to theGameStateDataand would lock the mutex for that data. The destructor would free the mutex. That way, your code to manipulate the state would simply be written as a block where aGameStateAccessobject is in scope.There is still a loophole, though: In cases where objects returned from this
GameStateAccessclass are pointers or references to mutable objects, then this setup won’t keep your code from carrying such a pointer out of the scope protected by the mutex. To prevent this, either take care about how you write things, or use some custom pointer-like template class which can be cleared once theGameStateAccessgoes out of scope, or make sure you only pass things by value not reference.Example
Using C++11, the above idea for lock management could be implemented as follows:
Loop termination indicator
For this application, a volatile but otherwise unsynchronized variable should be fine. You have to declare it volatile in order to prevent the compiler from generating code which caches that value, thus hiding a modification by another thread.
As an alternative, you might want to use a
std::atomicvariable for this.Pointer indirection overhead
It depends on the alternatives. In many cases, the compiler will be able to keep the value of e.g.
gs->objects->entitylist.at(2)in the above code, if it is used repeatedly, and won’t have to compute it over and over again. In general I would consider the performance penalty due to all this pointer indirection to be of minor concern, but that is hard to tell for sure.