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The decoder thread holds a raw AVCodecContext* obtained from camera->getVideoCodecContext() and pushes packet locks into Monitor's decoder_queue for each send_packet() that hasn't yet been matched by a receive_frame(). Monitor::PrimeCapture() used to call camera->PrimeCapture() (which Close()s the camera and frees the codec context) without first stopping the decoder thread. Two problems followed: 1. Use-after-free race between the decoder thread and the camera teardown. 2. The stale decoder_queue entries survived the reconnect. The new codec context produced frames in send-order, so we popped the oldest stale entries to attribute frames that actually came from packets sent later. The net effect was a permanent N-packet offset between capture and decode (~92 packets observed in the field). Analysis blocks on !packet->decoded for those packets, so the packetqueue saturates at max_video_packet_count and stays there, spamming the "max video packets in the queue" warning forever. Fix: - Stop+Join the decoder in Monitor::PrimeCapture() before tearing down the codec context. - Add Monitor::flushDecoderQueue() which marks in-flight packets decoded, notifies waiters, and clears the queue. - Call it at the end of DecoderThread::Run() so any Stop()+Join() (including the existing one in Pause()) naturally releases stale entries. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
#include "zm_decoder_thread.h"
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#include "zm_monitor.h"
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#include "zm_signal.h"
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DecoderThread::DecoderThread(Monitor *monitor) :
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monitor_(monitor), terminate_(false) {
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thread_ = std::thread(&DecoderThread::Run, this);
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}
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DecoderThread::~DecoderThread() {
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Stop();
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if (thread_.joinable()) thread_.join();
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}
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void DecoderThread::Start() {
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Stop(); // Signal any running thread to terminate first
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if (thread_.joinable()) thread_.join();
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terminate_ = false;
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thread_ = std::thread(&DecoderThread::Run, this);
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}
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void DecoderThread::Stop() {
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terminate_ = true;
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}
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void DecoderThread::Join() {
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if (thread_.joinable()) thread_.join();
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}
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void DecoderThread::Run() {
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Debug(2, "DecoderThread::Run() for %d", monitor_->Id());
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while (!(terminate_ or zm_terminate)) {
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if (!monitor_->Decode()) {
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if (!(terminate_ or zm_terminate)) {
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// We wait on the packetqueue condition variable instead of sleeping.
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// This allows us to wake up immediately when new packets are queued.
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Microseconds wait_for = monitor_->Active() ? Microseconds(ZM_SAMPLE_RATE) : Microseconds(ZM_SUSPENDED_RATE);
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Debug(2, "Waiting for %" PRId64 "us", int64(wait_for.count()));
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monitor_->GetPacketQueue()->wait_for(wait_for);
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}
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}
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}
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// Release any packets we sent to the codec but never received frames for.
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// The codec context is about to be (or has been) torn down for Pause /
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// reconnect; leaving stale entries would create a permanent latency
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// offset against the next codec context on resume.
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monitor_->flushDecoderQueue();
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}
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