I created a DLL that is running 3 worker threads, and the main thread is in a loop waiting for the threads to complete. The threads get created, but no execution to the threads is done.
I have tried setting MessageBox functions inside the function that gets created with CreateThread() but the box does not appear. I have also tried to debug and the return value from CreateThread() is valid so the thread gets created.
BOOL WINAPI DllMain() {
main();
return 1;
}
int main() {
HANDLE h1, h2, h3;
h1 = CreateThread(first)...
h2 = CreateThread(second)...
h3 = CreateThread(third)...
WaitForSingleObject(h3, INFINITE);
return 1;
}
first() {
MessageBoxA("print some stuff");
return;
}
I have included some pseudocode of what my layout looks like. I am unable to provide the real code due to the sensitivity of it. However this is what is happening. I use LoadLibrary in another project that loads this .DLL. The DLL gets loaded and DllMain is executed. It then calls my main function which creates 3 threads. Each thread is created. But what is inside of the thread does not execute.
EDIT:
// dllmain.cpp : Defines the entry point for the DLL application.
#include <Windows.h>
void mb() {
MessageBoxW(0, L"AAAAAAAAAAAAAAAAAAAAAAAAA", L"AAAAAAAAAAAAAAAAAAAAAAa", 1);
}
void create() {
HANDLE han;
DWORD threadId;
han = CreateThread(NULL, 0, mb, NULL, 0, &threadId);
han = CreateThread(NULL, 0, mb, NULL, 0, &threadId);
han = CreateThread(NULL, 0, mb, NULL, 0, &threadId);
}
BOOL APIENTRY DllMain() {
create();
return 1;
}
[MS.Docs]: DllMain entry point (emphasis is mine) states:
Calling functions that require DLLs other than Kernel32.dll may result in problems that are difficult to diagnose. For example, calling User, Shell, and COM functions can cause access violation errors, because some functions load other system components. Conversely, calling functions such as these during termination can cause access violation errors because the corresponding component may already have been unloaded or uninitialized.
[MS.Docs]: MessageBox function resides in User32.dll, so it's Undefined Behavior (meaning that in different scenarios, it might work, it might work faulty, or it might crash).
Also, as #RbMm noticed, WaitForSingleObject doesn't belong there. I'm not sure about CreateThread either (but I couldn't find any official doc to confirm / infirm it).
Just out of curiosity, could you add a printf("main called.\n"); in main, to see how many times it is called?
because in general case DLL can be unloaded, need add reference to DLL - for it will be not unloaded until thread, which use it code executed. this can be done by call GetModuleHandleEx - increments the module's reference count unless GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT is specified. when thread exit - we dereference DLL code by call FreeLibraryAndExitThread. wait for all threads exit in most case not need. so code, inside dll can be next
ULONG WINAPI DemoThread(void*)
{
MessageBoxW(0, L"text", L"caption", MB_OK);
// dereference dlll and exit thread
FreeLibraryAndExitThread((HMODULE)&__ImageBase, 0);
}
void someFnInDll()
{
HMODULE hmod;
// add reference to dll, because thread will be use it
if (GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (PCWSTR)&__ImageBase, &hmod))
{
if (HANDLE hThread = CreateThread(0, 0, DemoThread, 0, 0, 0))
{
CloseHandle(hThread);
}
else
{
// dereference dll if thread create fail
FreeLibrary(hmod);
}
}
}
wait inside dll entry point is wrong, because we hold here process wide critical section. if we wait for thread exit - this wait always deadlock - thread before exit (and start) try enter this critical section, but can not because we wait for him here. so we hold critical section and wait for thread(s), but threads(s) wait when we exit from this critical section. deadlock
Related
I wish to create a Thread that will always run until I force him to be close.
I programming in c language, and uses the library windows.h
adding my code of creating thread:
HANDLE thread;
DWORD threadID;
thread = CreateThread(NULL, 0, infinitePlay, (void*)*head, 0, &threadID);
if (thread)
{
// doing some work or just waiting
}
In one word (short answer), you need to call the BOOL TerminateThread(HANDLE hThread, DWORD dwExitCode); see microsoft docs in the link term_thread function and pass to it in the hThread param the return thread from CreateThread function in your case it is thread
for long answer
consider the thread function ThreadRoutine below:
#include <windows.h>
DWORD WINAPI ThreadRoutine(void* data) {
/*Creates a thread to execute within the virtual address space of the calling process.
this function will be passed later as a functio pointer to CreateThread which will be the the application-defined function to be executed by the thread.*/
return 0;
}
Now this is the CreateThread function from microsoft_docs
HANDLE CreateThread(
LPSECURITY_ATTRIBUTES lpThreadAttributes,
SIZE_T dwStackSize,
LPTHREAD_START_ROUTINE lpStartAddress,
__drv_aliasesMem LPVOID lpParameter,
DWORD dwCreationFlags,
LPDWORD lpThreadId
);
Function arguments
lpThreadAttributes: If lpThreadAttributes is NULL, the handle cannot be inherited by child processes.
dwStackSize: The initial size of the stack, in bytes. The system rounds this value to the nearest page. If this parameter is zero, the new thread uses the default size for the executable.
**lpStartAddress**:
A pointer to the application-defined function to be executed by the thread. This pointer represents the starting address of the thread. in our case its the ThreadRoutine.
lpParameter: A pointer to a variable to be passed to the thread. we can pass in void* what ever we like to pass since its a generic pointer.
dwCreationFlags: The flags that control the creation of the thread.
lpThreadId: A pointer to a variable that receives the thread identifier. If this parameter is NULL, the thread identifier is not returned.
return value
If the function succeeds, the return value is a handle to the new thread. If the function fails, the return value is NULL.
Killing the thread we have created:
BOOL TerminateThread(HANDLE hThread, DWORD dwExitCode);
TerminateThread is used to cause a thread to exit. When this occurs, the target thread has no chance to execute any user-mode code. DLLs attached to the thread are not notified that the thread is terminating. The system frees the thread's initial stack.
If the function succeeds, the return value is nonzero.
If the function fails, the return value is zero.
So after reviewing all CreateThread arguments, we will use the the form below:
int main() {
HANDLE t_thread = CreateThread(NULL, 0, ThreadRoutine, NULL, 0, NULL);
if (t_thread ) {
// Optionally do stuff, such as wait on the thread or ...
/*After some time lets kill or terminate the thread we have created*/
BOOL re_term =TerminateThread(t_thread , DWORD dwExitCode);
if(re_term == 0){ //failed
/*maybe you should call GetLastError function*/
}
else{
/*killed successefully*/
}
}
return 0;
}
I'm creating a thread for my game. But I found, that if close button is pressed, or the task is killed I cannot properly finish the work, deallocating all the resources I needed inside the program.
I found that Close handler exists, but the example given is an unknown magic to me, because I need to create something similar in ANSI-C.
static BOOL CloseHandler(DWORD evt)
{
if (evt == CTRL_CLOSE_EVENT)
{
m_bAtomActive = false;
// Wait for thread to be exited
std::unique_lock<std::mutex> ul(m_muxGame);
m_cvGameFinished.wait(ul);
}
return true;
}
I know that Winapi has Mutex and conditional variables, but I do not know anything about std::atomic equivalent.
I have this thread start function and inside thread function GameThread I have a regular bool variable m_bAtomActive checked now.
void Start(void* _self)
{
DWORD dwThreadID;
HANDLE hThread;
struct c_class* this = _self;
this->m_bAtomActive = true;
hThread = CreateThread(
NULL,
0,
&GameThread,
_self,
0,
&dwThreadID);
WaitForSingleObject(hThread, INFINITE);
}
I'm bad at threading, what should I do to properly finish the work of my game?
All the additional details will be provided in the comments or on the chat.
UPD: The first thing seems to be easy, it is solvable with this line inside close handler
if(Active)
InterlockedDecrement(&Active);
But the second and third is still under question. They might be created for the reason of CloseHandler killing the app before destruction, but I don't know for sure.
I'm writing a C program.
For thread I use the WINAPI library.
But sometimes the CreateThread function don't launch the function associate.
I used the WaitForSingleObject function with INFINITE param to let my thread start but he never start
The GetLastError functions return always 0,so I don't know where is my mistake
The merge function is call when GTK button is press.
Below you will find my code
void merge(GtkWidget *wiget, gpointer data){
HANDLE thread;
FtpLogin *login = (FtpLogin *) data;
thread = CreateThread(NULL, 0, mergeThread, login, 0, NULL);
printf("%ld", GetLastError());
WaitForSingleObject(thread, INFINITE);
if(thread == NULL)
puts("error");
}
DWORD WINAPI mergeThread( LPVOID lpParam )
{
puts("Thread start");
return 0;
}
Thanks for your help
The C run-time library needs some per-thread initialization. CreateThread(), which knows nothing about the C RTL, doesn't perform that.
Instead of CreateThread(), use _beginthreadex(). It's declared in <process.h>.
According to this page, GTK is not thread safe. Anything that interacts with the GUI inside your mergeThread function can have unexpected results.
Please refer to the link I provided for more information about multithreaded GTK applications to see how to use GDK instead.
The perfect way to run and terminate threads in Windows using C is mentioned in the answer below!
There are 2 problems I'm facing with the current implementation method :
I can't forcibly stop the thread. For some reason it still continues. For example I have a for loop, it runs a function of which this thread example is a part. When this function is called 4-5 times, I see multiple animations on the screen suggesting that the previous threads didn't stop even when I called TerminateThread function at the end of my function.
At times the thread doesn't run at all and no animation is displayed on the screen. Which is if my function code runs really fast or for some other reason, I feel like the thread is being killed before it initializes. Is there a way to wait until init of thread?
How do I fix these issues?
Correct way of terminating threads is to signal the thread and let it finish gracefully, i.e.:
(updated to use interlocked intrinsics instead of a volatile flag, as per #IInspectable's comment below)
HANDLE eventHnd;
HANDLE threadHnd;
LONG isStopRequested = 0; // 1 = "stop requested"
static DWORD WINAPI thread_func(LPVOID lpParam)
{
do
{
// wait until signalled from a different thread
WaitForSingleObject(eventHnd, INFINITE);
// end thread if stop requested
if (InterlockedCompareExchange(&isStopRequested, 0, 0) == 1)
return 0;
// otherwise do some background work
Sleep(500);
} while (true);
}
The eventHnd variable is initialized using the CreateEvent function, and the stopRequested variable is just a boolean flag you can set from your main program:
// this creates an auto-reset event, initially set to 'false'
eventHnd = CreateEvent(NULL, false, false, NULL);
InterlockedExchange(&isStopRequested, 0);
threadHnd = CreateThread(NULL, 0, Processing_Thread, NULL, 0, NULL);
So, whenever you want to tell the thread do perform a task, you will simply set the event:
SetEvent(eventHnd);
And when you want to end the thread, you will set the flag to true, signal the event, and then wait for the thread to finish:
// request stop
InterlockedExchange(&isStopRequested, 1);
// signal the thread if it's waiting
SetEvent(eventHnd);
// wait until the thread terminates
WaitForSingleObject(threadHnd, 5000);
My application creates a thread and that runs in the background all the time. I can only terminate the thread manually, not from within the thread callback function.
At the moment I am using TerminateThread() to kill that thread but it's causing it to hang sometimes.
I know there is a way to use events and WaitForSingleObject() to make the thread terminate gracefully but I can't find an example about that.
Please, code is needed here.
TerminateThread is a bad idea, especially if your thread uses synchronization objects such as mutexes. It can lead to unreleased memory and handles, and to deadlocks, so you're correct that you need to do something else.
Typically, the way that a thread terminates is to return from the function that defines the thread. The main thread signals the worker thread to exit using an event object or a even a simple boolean if it's checked often enough. If the worker thread waits with WaitForSingleObject, you may need to change it to a WaitForMultipleObjects, where one of the objects is an event. The main thread would call SetEvent and the worker thread would wake up and return.
We really can't provide any useful code unless you show us what you're doing. Depending on what the worker thread is doing and how your main thread is communicating information to it, it could look very different.
Also, under [now very old] MSVC, you need to use _beginthreadex instead of CreateThread in order to avoid memory leaks in the CRT. See MSKB #104641.
Update:
One use of worker thread is as a "timer", to do some operation on regular intervals. At the most trivial:
for (;;) {
switch (WaitForSingleObject(kill_event, timeout)) {
case WAIT_TIMEOUT: /*do timer action*/ break;
default: return 0; /* exit the thread */
}
}
Another use is to do something on-demand. Basically the same, but with the timeout set to INFINITE and doing some action on WAIT_OBJECT_0 instead of WAIT_TIMEOUT. In this case you would need two events, one to make the thread wake up and do some action, another to make it wake up and quit:
HANDLE handles[2] = { action_handle, quit_handle };
for (;;) {
switch (WaitForMultipleObject(handles, 2, FALSE, INFINITE)) {
case WAIT_OBJECT_0 + 0: /* do action */ break;
default:
case WAIT_OBJECT_0 + 1: /* quit */ break;
}
}
Note that it's important that the loop do something reasonable if WFSO/WFMO return an error instead of one of the expected results. In both examples above, we simply treat an error as if we had been signaled to quit.
You could achieve the same result with the first example by closing the event handle from the main thread, causing the worker thread get an error from WaitForSingleObject and quit, but I wouldn't recommend that approach.
Since you don't know what the thread is doing, there is no way to safely terminate the thread from outside.
Why do you think you cannot terminate it from within?
You can create an event prior to starting the thread and pass that event's handle to the thread. You call SetEvent() on that event from the main thread to signal the thread to stop and then WaitForSingleObject on the thread handle to wait for the thread to actually have finished. Within the threads loop, you call WaitForSingleObject() on the event, specifying a timeout of 0 (zero), so that the call returns immediately even if the event is not set. If that call returns WAIT_TIMEOUT, the event is not set, if it returns WAIT_OBJECT_0, it is set. In the latter case you return from the thread function.
I presume your thread isn't just burning CPU cycles in an endless loop, but does some waiting, maybe through calling Sleep(). If so, you can do the sleeping in WaitForSingleObject instead, by passing a timeout to it.
What are you doing in the background thread? If you're looping over something, you can end the thread within itself by having a shared public static object (like a Boolean) that you set to true from the foreground thread and that the background thread checks for and exits cleanly when set to true.
It is a code example for thread management in the fork-join manner. It use struct Thread as a thread descriptor.
Let's introduce some abstraction of the thread descriptor data structure:
#include <Windows.h>
struct Thread
{
volatile BOOL stop;
HANDLE event;
HANDLE thread;
};
typedef DWORD ( __stdcall *START_ROUTINE)(struct Thread* self, LPVOID lpThreadParameter);
struct BootstrapArg
{
LPVOID arg;
START_ROUTINE body;
struct Thread* self;
};
Functions for the thread parent use:
StartThread() initialize this structure and launches new thread.
StopThread() initiate thread termination and wait until thread will be actually terminated.
DWORD __stdcall ThreadBootstrap(LPVOID lpThreadParameter)
{
struct BootstrapArg ba = *(struct BootstrapArg*)lpThreadParameter;
free(lpThreadParameter);
return ba.body(ba.self, ba.arg);
}
VOID StartThread(struct Thread* CONST thread, START_ROUTINE body, LPVOID arg)
{
thread->event = CreateEvent(NULL, TRUE, FALSE, NULL);
thread->stop = FALSE;
thread->thread = NULL;
if ((thread->event != NULL) && (thread->event != INVALID_HANDLE_VALUE))
{
struct BootstrapArg* ba = (struct BootstrapArg*)malloc(sizeof(struct BootstrapArg));
ba->arg = arg;
ba->body = body;
ba->self = thread;
thread->thread = CreateThread(NULL, 0, ThreadBootstrap, ba, 0, NULL);
if ((thread->thread == NULL) || (thread->thread == INVALID_HANDLE_VALUE))
{
free(ba);
}
}
}
DWORD StopThread(struct Thread* CONST thread)
{
DWORD status = ERROR_INVALID_PARAMETER;
thread->stop = TRUE;
SetEvent(thread->event);
WaitForSingleObject(thread->thread, INFINITE);
GetExitCodeThread(thread->thread, &status);
CloseHandle(thread->event);
CloseHandle(thread->thread);
thread->event = NULL;
thread->thread = NULL;
return status;
}
This set of functions is expected to be used from the thread launched by StartThread():
IsThreadStopped() - Check for the termination request. Must be used after waiting on the below functions to identify the actual reason of the termination of waiting state.
ThreadSleep() - Replaces use of Sleep() for intra-thread code.
ThreadWaitForSingleObject() - Replaces use of WaitForSingleObject() for intra-thread code.
ThreadWaitForMultipleObjects() - Replaces use of WaitForMultipleObjects() for intra-thread code.
First function can be used for light-weight checks for termination request during long-running job processing. (For example big file compression).
Rest of the functions handle the case of waiting for some system resources, like events, semaphores etc. (For example worker thread waiting new request arriving from the requests queue).
BOOL IsThreadStopped(struct Thread* CONST thread)
{
return thread->stop;
}
VOID ThreadSleep(struct Thread* CONST thread, DWORD dwMilliseconds)
{
WaitForSingleObject(thread->event, dwMilliseconds);
}
DWORD ThreadWaitForSingleObject(struct Thread* CONST thread, HANDLE hHandle, DWORD dwMilliseconds)
{
HANDLE handles[2] = {hHandle, thread->event};
return WaitForMultipleObjects(2, handles, FALSE, dwMilliseconds);
}
DWORD ThreadWaitForMultipleObjects(struct Thread* CONST thread, DWORD nCount, CONST HANDLE* lpHandles, DWORD dwMilliseconds)
{
HANDLE* handles = (HANDLE*)malloc(sizeof(HANDLE) * (nCount + 1U));
DWORD status;
memcpy(handles, lpHandles, nCount * sizeof(HANDLE));
handles[nCount] = thread->event;
status = WaitForMultipleObjects(2, handles, FALSE, dwMilliseconds);
free(handles);
return status;
}