Hi Petr,

The fix version .01 looks good and safe to me.

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best regards,
Anthony

On 1/17/2014 5:52 PM, Petr Pchelko wrote:
Hello, AWT Team.

Let's reveal this discussion.

The bug: https://bugs.openjdk.java.net/browse/JDK-7185258
The fix: http://cr.openjdk.java.net/~pchelko/9/7185258/webrev.01/

This review was left because there was an idea to use a different approach to 
this problem: just use the timeout, detect a deadlock and return false from 
syncNativeQueue.
I've implemented this approach and played with it, but it appears to work not 
really well. The problem is the timeout: if we set it too little we would have 
too many false positive deadlocks
which would result in bad synchronization and tremendously increasing 
probability of the InfiniteLoop exception. If the timeout is too big tests slow 
down badly, but what's even worse - if we wait
for a deadlock too long some events could get posted to EDT (repaints, timer 
updates etc..) resulting in an InfiniteLoop exception. So, I've decided to 
return back to my original approach.

The idea of this fix is to interrupt waiting as soon as we detect that we've 
got into the nested Appkit loop. This happens in DnD and in 
LWCToolkit.invokeAndWait.

With this fix several tests start to pass. Tested on DnD-related regression 
tests.

2. To dispatch some DropTarget events on EDT synchronously we start our own 
nested loop in doAWTRunLoop using the ToolkitThreadBlockedHandler. In this case 
we do process the events in a nested runLoop.
This case might actually be a bug, because we are short-circuiting normal event 
processing and could "steal" some events from Cocoa. But I would not address 
this it in this fix.
Probably it is a good time to realize how it should work? Since the fix adds 
complexity which can not be necessary in the future.
I agree. But this would be a long investigation, so let's leave this review 
until I find out how we should really work.
This question arises during the review. It's not related, but anyway:
Our nested loop is indeed quite dangerous, because it could really still events 
from Cocoa, so it should be used with great cation. But we need to process the 
events in this nested loop, because DropTarget event handlers are called
synchronously and opening a modal dialog in such a handler would completely 
block the application if we do not process events in nested loop. So, 
everything works fine right now.

With best regards. Petr.

On 24.12.2013, at 12:30, Petr Pchelko <[email protected]> wrote:

Hello, Sergey.

As I remember  doAWTRunLoop  process events and selectors in case of drags/DnD 
otherwise how we got mouse events?  Or I have missed something?
In case of DnD we have several nested loops in place:
1. The native Cocoa DnD nested loop. It's started within the NSView 
dragImage:... call. It processes only the DnD-related events - some mouse 
events, some key events and flag changed events. This is for the DragSource.
And we cannot emulate such event in postDummyevent?
We could post something like a dummy MouseUp event and get rid of it in the 
NSApplication sendEvent:..., but I don't like such a solution.
May be Cocoa has more nested event loops we do not know about yet which do not 
accept MouseUp. The same would be valid for any event type.

2. To dispatch some DropTarget events on EDT synchronously we start our own 
nested loop in doAWTRunLoop using the ToolkitThreadBlockedHandler. In this case 
we do process the events in a nested runLoop.
This case might actually be a bug, because we are short-circuiting normal event 
processing and could "steal" some events from Cocoa. But I would not address 
this it in this fix.
Probably it is a good time to realize how it should work? Since the fix adds 
complexity which can not be necessary in the future.
I agree. But this would be a long investigation, so let's leave this review 
until I find out how we should really work.

With best regards. Petr.

On 24.12.2013, at 12:21, Sergey Bylokhov <[email protected]> wrote:

On 12/24/13 11:57 AM, Petr Pchelko wrote:
Hello, Sergey.

As I remember  doAWTRunLoop  process events and selectors in case of drags/DnD 
otherwise how we got mouse events?  Or I have missed something?
In case of DnD we have several nested loops in place:
1. The native Cocoa DnD nested loop. It's started within the NSView 
dragImage:... call. It processes only the DnD-related events - some mouse 
events, some key events and flag changed events. This is for the DragSource.
And we cannot emulate such event in postDummyevent?
2. To dispatch some DropTarget events on EDT synchronously we start our own 
nested loop in doAWTRunLoop using the ToolkitThreadBlockedHandler. In this case 
we do process the events in a nested runLoop.
This case might actually be a bug, because we are short-circuiting normal event 
processing and could "steal" some events from Cocoa. But I would not address 
this it in this fix.
Probably it is a good time to realize how it should work? Since the fix adds 
complexity which can not be necessary in the future.

Without the DnD we use a doAWTRunLoop which does not process events. (Except 
the case with Single-Threaded Interop with FX).

Actually, after some more thinking I believe I should reimplement the fix and 
follow Anthony's suggestion with a timeout, because my fix is too complex. I'll 
send a new webrev later today.

With best regards. Petr.

On 24.12.2013, at 1:41, Sergey Bylokhov <[email protected]> wrote:

Hi, Petr.
On 23.12.2013 16:54, Petr Pchelko wrote:
The problem:
nativeSyncQueue synchronizes the native event queue. However, there are several 
situations when a dummy event posted to the native queue is not dispatched. 
These are our own nested loop in doAWTRunLoop and Cocoa's internal nested loop 
in NSView:dragImage.
As I remember  doAWTRunLoop  process events and selectors in case of drags/DnD 
otherwise how we got mouse events?  Or I have missed something?

Solution:

1. The interruptNativeSyncQueue was introduced. In case we are waiting for the 
native event queue this method interrupts waiting, otherwise it's a no-op. This 
is needed for the following reason: suppose the nativeSyncQueue is called on 
EDT. While the queue is flushed some event was processed which caused us to 
call doAWTRunLoop. As EDT is blocked we would have got a deadlock. Interrupting 
the wait lets EDT flush it's events and lets AppKit exit a nested loop. When 
the nativeSyncQueue is interrupted we do not immediately exit realSync, but 
flush EDT and try to sync native queue again. Most likely in this case we would 
not be in a nested loop and will successfully sync a native queue.

2. A lightweight version of nativeSyncQueue was introduced. This one does not 
flush the event queue, it only flushes a selector queue. This is needed to not 
deadlock when realSync was called during DnD. Suppose nativeSyncQueue is called 
while the app is in the native nested dragging loop. Until dragging operation 
finishes only dragging-related events will be processed. So we have no 
opportunity to flush the queue as our dummy event will be blocked by a dragging 
nested loop.

I've tested it by running almost all awt and swing tests. No new failures, some 
tests start to pass after the fix.

With best regards. Petr.



--
Best regards, Sergey.



--
Best regards, Sergey.



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