Multithreading in a networked swing game: using invokeLater vs locks - java

I am writing a simple top down space game, and am extending it to allow play over a network with multiple players. I've done a fair bit of reading, but this is the first time I've done this and I'd appreciate some advice on choosing a sensible design.
My GUI is written using Swing. 30 times a second, a timer fires, and repaints my GUI according to data in a gameWorld object in memory (essentially a list of ships & projectiles with positions, etc). Physics updates of the gameWorld are also carried out using this timer. Thus, for the single player implementation, everything happens on the EDT, and this works fine.
Now, I have separate thread dealing with incoming packets from other players. I would like to update the data in my gameWorld object based on what these packets contain. My question is, should I use invokeLater to make these changes, or should I use locks to avoid concurrency problems?
To illustrate what I mean:
runMethodOfInputThread() {
while(takingInput) {
data = receiveAndInterpretIncomingPacket(); // blocks
SwingUtilities.invokeLater(new Runnable() {
public void run() {
gameWorld.updateWithNewGameInfo(data);
}
});
}
}
vs
runMethodOfInputThread() {
while(takingInput) {
data = receiveAndInterpretIncomingPacket(); // blocks
synchronize (gameWorldLock) {
gameWorld.updateWithNewGameInfo(data);
}
}
}
The latter would also require using similar synchronize blocks wherever the EDT accesses the gameWorld, so it seems to me that using invokeLater would be simpler to implement. But am I right in thinking both approaches would work? Are there any other significant pros/cons to bear in mind?
Thanks,
Jeremy

Well, first of all you don not need to choose only one method. You can use locks to make you data structure thread-safe "just to be sure" (since your application is already multithreaded), and use invokeLater to actually apply changes only in EDT -- and in this case JIT likely to optimize you locks down, close to 0.
Next, from my point of view invokeLater is rather preferred way: if you can way around dealing with multi-threaded -- you should use the way, just because multithreading is hard and rich of possible errors.
But applying changes via invokeLater() will put additional pressure on EDT, so, if changes come with high rate you can observe GUI degradation. Also, if gameWorld.updateWithNewGameInfo(data) is havy method taking observable time to complete, it can makes you GUI even freeze. Also, invokeLater puts your task at the tail of event queue, so it'll be done after all events currently in queue. It may -- in some cases -- cause delays in applying changes, which can makes you game less user-friendly. It may, or may not be your case, but you'll should keep it in mind
As for general rule -- not use EDT for any time consuming task. As far, as I understand, network packet parsing is already in seperate thread in your application. Applying changes can (and should) be done in separate thread too, if it is time consuming.

Pros for approach 1:
Minimized complexity
Stability
By restricting access to the 'gameWorld' variable to the EDT thread, locking mechanisms are not required. Concurrent programming is complex and requires the programmer(s) to be vigilant throughout the source base when accessing objects shared amongst threads. It is possible for
a programmer to forget to synchronize in certain instances, leading to compromised game states or program failure.
Pros for approach 2:
Scalability
Performance
Minimizing the processing done on the EDT thread ensures that the games interface and display will remain responsive to the user. Approach 1 may work for now, but later revisions of your game will not be able to scale to a more advanced interface if the EDT thread is busy doing non-ui processing.

Not the second one. You want to have as little as possible running in the EDT. If you are waiting for a lock in the EDT, it's as bad as running all the other code (on the other side of the lock) directly in the EDT since the EDT has to wait for everything else to finish.
Also, it seems that your whole game is running on the EDT. That's bad practice. You should split your code using the model-view-controller pattern. I understand your game is small and can run in the EDT, but you should probably not get into the habit.
You should have your game logic running from a timer thread (java.util.concurrent.ScheduledThreadPoolExecutor) and at the end of every period you "send" your data to the EDT and repaint with invokeLater.
You should also have some separate thread that reads the socket and that thread should write to objects that share locks with the objects you are using in the timer game thread.

My suggestion is as follows
push all loaded data from different users (thread) to a queue
use another thread to read from that queue and update UI from EDT
It should avoid your concurrency issue. How it can be achived
runMethodOfInputThread() {
while(takingInput) {
data = receiveAndInterpretIncomingPacket(); // blocks
blockingQueue.add(data);
}
}
runMethodOfUPdateUIThread() {
while(updatingUI) {
data = blockingQueue.take();
SwingUtilities.invokeLater(new Runnable() {
public void run() {
gameWorld.updateWithNewGameInfo(data);
}
});
}
}

Related

Is Thread.sleep() a waste of time for polling in Java?

Suppose I have a nametag, which is UI component in GUI program.
The nametag will constantly change its text based on the data.
If the user change his/her name data, then he/she will see the change in nametag.
For this task, my code looks like this:
Thread thread = new Thread(new Runnable() {
#Override
public void run() {
while (true) {
String name = data.getName();
nametag.setText(name);
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
});
Since the reaction time of 0.1s seems instant to people, I included Thread.sleep(100) for computer to take a break.
However, I am not sure if that helps the computer in terms of energy usage or something. Is sleep method in this case complete waste of time? No benefit at all?
Thread.Sleep has been used for many things it shouldn’t be used for.
Here’s a list of the common mistakes:
The thread needs to wait for another thread to complete
In this case no value, other than infinite, passed to Thread.Sleep will be correct. You simply don’t know when the other thread will complete using this method. If the thread completed after Sleep returned you’ll likely have synchronization problems. If the other thread completed before Sleep returned the thread was needlessly blocked for an amount of time rendering the benefits of multithreading limited or moot. In the control circumstances where you’ve tested this it may seem like it always works; it just takes a busy program to cause it to faile: a defrag program, a sudden influx of network traffic, a network hiccup, etc.
The thread needs perform logic every n milliseconds
As noted earlier, Sleep means relinquish control. When your thread gets control again isn’t up to the thread; so it can’t be used for periodic logic.
We don’t know why Thread.Sleep is required; but if we take it out the application stops working
This is flawed logic because the application still doesn’t work with Thread.Sleep. This is really just spackling over the problem on that particular computer. The original problem is likely a timing/synchronization issue, ignoring it by hiding it with Thread.Sleep is only going to delay the problem and make it occur in random, hard to reproduce ways.
Source: http://blogs.msmvps.com/peterritchie/2007/04/26/thread-sleep-is-a-sign-of-a-poorly-designed-program/
This doesn't answer your direct question, but it does help address an XY Problem component of your question:
It looks like you're listening for object state changes by polling: by constantly testing an object to see what its state is and whether it's changed, and this is a bad idea, especially when coding for an event-driven GUI. Much better to use an observer pattern and be notified of state changes when or if they occur. That is how the Swing GUI library itself was written, and you should strongly consider emulating this.
Some ways to be notified of changes are to use component event listeners which can listen for changes to Swing components, such as ActionListeners, ChangeListeners, ItemListeners, and the like. Another way when listening to non Swing component items is to use SwingPropertyChangeSupport and PropertyChangeListeners and in this way to create "bound" properties of your class. This is often used for non-GUI model classes.

When to use Thread.sleep over SwingTimer in 2D animation

The context in this case is creating a game loop that integrates with the model and updates the view once per frame. Listeners interface with the controller, controller updates the model, repaint() handles the view update from model (on an overridden paintComponent() on a JPanel).
Appropriate answers include "never", haha.
This is a question I would think there is a preferable answer to, so it shouldn't be in violation of the rules.
I'm asking this because the main game loop is a Runnable instance which I'm locking to 60FPS (roughly, at the moment. Few milliseconds of difference as the current render loop is very inexpensive and 1000 / 60 loses a millisecond or two each cycle). Not locking the frame rate via Thread.sleep() causes something like 2.3 billion frames per second (apparently), which understandably thrashes my CPU. Not a problem per say, more of an example why frame-locking is desirable.
However in every single answer I come across, every single comment, the majority of them say "why are you even touching Thread.sleep() you don't want the EDT to sleep". Which is understandable if you have flaws in your loop that cause non-responsiveness, but this isn't the case in the applications I've put together yet. I've read all of the associated Event Dispatch Thread documentation, how to use Swing Timers, etc. I've even used Timers myself, and SwingWorkers too (in one case to delegate icon loading to the background to prevent blockers on GUI instantiation).
Is there even a preferred method here? I haven't come across many / any standalone game solutions in Java that don't rely on libgdx.
Use Swing Timer when:
You don't want to throttle or control the time between updates. Swing Timer only guarantees "at least" duration (it will trigger AFTER a given delay) and the length of time in which the event is processed may effect the amount of time before the next update.
So, if you have a delay of 16ms (rough 60fps), your callback takes 20ms to process, the time between the first and second callback may actually be 36ms
You would also use a Swing Timer when you want to use the existing (passive) rendering system supplied by Swing
Swing Timer is relatively simple and easy to use, it triggers callbacks within the Event Dispatching Thread, making it easy to modify the state of the game and schedule an updates to the UI, this reduces possible thread race conditions (between the painting and the updating)
Use Thread#sleep when:
You want more control over the timing, producing variable delays. In order to do this, you will need to manage your own Thread
This approach is more suitable to more complex animations and when you are using a BufferStrategy to control the output.
The reason for this is, with a Thread approach, you run the risk of race conditions between your thread changing the state and the paint cycle painting it. Instead, you will need to take control of the paint process yourself, so you know that when you paint something, the state does not change while you do it.
Using this approach provides more flexibility and control to make decisions about when things get done (and how), but increases the complexity and your responsibility for doing things
Thread.sleep is almost certainly used in the implementation of javax.swing.Timer and java.util.Timer, but these days the only real use case of Thread.sleep is for creating a timeout on something, typically an I/O connection. I used this once at work way back for delaying updating the GUI after requesting the users messages until a certain amount of time past from the last message sent from the server. I also used it here
In your case, you should be using the swing timer for your game loop

java thread immediately update UI

I have a javaFX application which visualizes compuational geometry algorithms. The execution of an algorithm happens in another thread, lets call it mainComputingThread.
An algorithm can update the UI at any time by adding/removing/modifying shapes.
so the code will look like:
//do some computaions (1)
updateUI();
//do some more calculations (2)
What I want know is in the updateUI method to update the UI immediately and prevent the calling thread from running further (marked as (2)) until the UI update is done.
I thought about boolean guards. So the code could would look like:
updateUI(){
boolean guard = false;
Platform.runLater(new Runnable()
{
run(){
//do the actual update
guard = true;
}
});
while(guard==false);
}
I hope you get an idea of what I mean. I'm really curious if there's a better solution for this problem...
Simple approach: block background thread until update is complete:
You need to update the UI on the FX Application Thread. Typically you do this by passing a plain Runnable to Platform.runLater(...).
If you want to wait for that ui update to complete before proceeding, instead create a FutureTask and pass it to Platform.runLater(...). Then you can call get() on the FutureTask, which will block until the task is complete:
private void updateUI() throws InterruptedException {
// actual work to update UI:
FutureTask<Void> updateUITask = new FutureTask(() -> {
// code to update UI...
}, /* return value from task: */ null);
// submit for execution on FX Application Thread:
Platform.runLater(updateUITask);
// block until work complete:
updateUITask.get();
}
This lets the FutureTask handle all the tricky work of waiting and notifying: it is always better to use a higher-level API for this kind of work when you can.
If you like, you can refactor this into a utility method, similarly to Dainesch's answer:
public class FXUtils {
public static void runAndWait(Runnable run) throws InterruptedException {
FutureTask<Void> task = new FutureTask<>(run, null);
Platform.runLater(task);
task.get();
}
}
Alternative approach: ensure that no more than one update is consumed during any frame rendering, blocking the background thread if an update is pending
Here is a somewhat different approach. Create a BlockingQueue with a capacity of 1 to hold the Runnables that update the UI. From your background thread, submit the Runnables to the blocking queue: since the blocking queue can hold at most one element, this will block if one is already pending.
To actually execute the updates in the queue (and remove them, so more can be added), use an AnimationTimer. This looks like:
private final BlockingQueue<Runnable> updateQueue = new ArrayBlockingQueue<>(1);
background thread code:
// do some computations...
// this will block while there are other updates pending:
updateQueue.put(() -> {
// code to update UI
// note this does not need to be explicitly executed on the FX application
// thread (no Platform.runLater()). The animation timer will take care of that
});
// do some more computations
Create the timer to consume the updates:
AnimationTimer updateTimer = new AnimationTimer() {
#Override
public void handle(long timestamp) {
Runnable update = updateQueue.poll();
if (update != null) {
// note we are already on the FX Application Thread:
update.run();
}
}
};
updateTimer.start();
This basically ensures that no more than one update is ever scheduled at any time, with the background thread blocking until any pending updates are consumed. The animation timer checks (without blocking) for pending updates on each frame rendering, ensuring that every update is executed. The nice thing about this approach is that you can increase the size of the blocking queue, effectively keeping a buffer of pending updates, while still ensuring no more than one update is consumed during any single frame rendering. This might be useful if there are occasional computations that take longer than others; it gives these computations a chance to be calculated while others are waiting to be executed.
Hard question to answer without having the reason why you want to stop processing before the UI update is done. (Note: the runLater method executes the UI updates in the order received) Is it to prevent spamming to many Runnables to the JavaFX thread? Other reasons?
Your basic idea however works with the use of a CountDownLatch so that the processing thread waits to acquire a permit. If you choose that approach use something like this:
public class MyFXUtils {
public static runAndWait(final Runnable run) {
final CountDownLatch doneLatch = new CountDownLatch(1);
Platform.runLater(new Runnable() {
public void run() {
try {
run.run();
} finally {
doneLatch.countDown();
}
}
});
doneLatch.await();
}
}
EDIT: replaced Semaphore by CountDownLatch
EDIT:
So, the quickest way I always do it in prototypes is as following, transform:
//do some computaions (1)
updateUI();
//do some more calculations (2)
into
ExecutorService executor = Executors.newFixedThreadPool(1);
class JobStep implements Runnable {
public void run() {
doSomeComputations();
Platform.runLater(() -> {
updateUI();
executor.submit(new JobStep());
});
}
executor.submit(new JobStep());
OLD PART
Not an answer, but a suggestion how to attack the problem.
From my experience, the complete solution would be much more elaborate. I would separate the JavaFX shape instances from the shapes, which your algorithm does process. I would do it by means of using different class types and synchronize between the two.
The graphical algorithms have the tendency to be a lot quicker than the ones that are visualizing it. If the algorithm runs on small data set, then the rendering most often tend to slow down it significantly. It can easily be seen by running the same algorithm with and without visualization.
If the data set is bigger than the most trivial ones, then drawing of a single frame can easily take more than one second. Interactive visualizations are expected to respond in "real time", preferably many times per second.
The data visualization facilities have many means to tackle the problem. The best candidates always include:
Simplifying visualization. Drawing simpler shapes instead of complex, like removing the rounding from boxes. The LOD (level of detail) also applies to this point: during interactive scroll the visualized elements might be replaced by bounding box counterparts.
Selective hiding. Drawing only a part of the whole data set.
Parallelizing and hardware acceleration. The GPU's natively provide many means to handle complex visualizations. Typically the low level programming APIs (OpenGL, shader programs) allow much better throughput than every high level wrapping API, including JavaFX
Most often, the end solutions incorporate not only above points, but also others, including domain specific optimizations.
The visualization facilities always come with a lot of restrictions, like the most common one: have to be updated in the dedicated thread (thread confinement approach). They also come with visualization specific data structures.
From the data processing algorithm stage, one of the most common requirements is that it cannot be blocked or delayed by visualization. The algorithms are also written in a style, which doesn't translate to well for the means of visualization: imperative loops over data structures instead of updating observable drawable objects. There is a good reason to it though: the algorithms are expected to be optimized for performance or memory consumption.
One architectural approach to the problem might be as following:
The data processing stage produces snapshots at predefined points. The adding, modifying and remove operations are all published as this packet. It can be a just a copy of data structure that is being processed or it can be in the form of the coalesced events.
The data processing and data visualization run on different threads. They communicate only by means of publishing snapshots, never by blocking each other directly.
The snapshots shouldn't be restricted to particular frame rate. There should be means to batch updates before drawing or drawing same batch multiple times if the data processing stage stalls.
I strongly recommend reactive approach to the problem. The RxJava provides nice example for the "suggestion box" feature. It's very good at correctly handling requirements like "Every key update do a long running process on different thread and discard the last one, if any was running. Or maybe, don't do it on every key update, but wait 50ms for the user to make up his mind before he ends typing".

What if I don't use SwingUtilities.invokeLater?

When I start my GUI interfaces, what can happen if I don't use invokeLater?
Does that mean all rest of the GUI paints/updates/etc. will be in the main thread?
Will calling a repaint outside of an invokeLater make all subsequent calls fall into the main thread?
Basically this:
void main()
{
JFrame jmf();
setVisible(jmf);
}
------------- VS -------------
void main()
{
SwingUtilities.invokeLater(new Runnable(){
run(){
JFrame jmf();
setVisible(jmf);
}
}
});
NOTE: In cases with small GUI, I if I don't put the invokeLater it seems to work fine. And in fact the application doesn't terminate although the last line of the main is executed.
I have read quite a few articles on why we should use it pertaining to the fact that Swing is not thread safe (it is single threaded and so on), but I really didn't read the repercussions of not calling invokeLater (partially because of my limited knowledge in Threads)
The reality is, nothing might happen or the world will end. It's next to near impossible to predicate, this is the nature of multi-threaded environments...
Unless you are doing some really dynamic setups, until the a frame is made visible it "should" be okay not to do it within the context of the EDT.
The problem comes down to the fact that different platforms are implemented differently (at the native level). For example, the original requirement for using invokeLater when starting your UI seems to have come from deadlocks on the Sun OS many years back.
I've also seen some issues with Java 7 (but my predecessors idea of the thread was weird to say the least). The general advice is, use invokeLater to create and display your UI. Run all UI code within the context of the EDT
It will also reduce the risk of you having to spend weeks trying to replicate and track down those weird anomalies (by running you all you UI code from within the EDT)
Updated based on comments from the OP
repaint makes a request to the RepaintManager, that makes decisions about what and when something should be paint. It will actually post a "paint" event directly on to the Event Queue, which is then processed by the Event Dispatching Thread, so repaint is actually on (of the few) thread safe methods...
Take a look at
Painting in AWT and Swing
Initial Threads
Will the real Swing Single Threading Rule please stand up?
Why is Swing threading model considered wrong and how should it be?
The general advice would be, you should use invokeLater because that's how the API has been designed, doing anything else is inviting problems...

How to synchronize shared data between threads by using pause then resume or alternatives

I'm writing a game in which a thread - GameThread - loops forever, updating all my sprites, rendering them, and then sleeping for some time before doing it all again. I also have a custom-made Event handler which deals with key presses etc.
This all works fine in most cases. However I have a problem if an event is thrown while GameThread is rendering. On rare occasions, the handler that deals with the event may make a concurrent change to what needs to be rendered affecting the results of the GameThread rendering.
To avoid this, I want the event handler to pause the GameThread immediately, handle the event, then resume GameThread.
The suspend() / resume() methods suit my needs, but they were deprecated. In my case, however, as there is little chance of a deadlock, is it safe to use them regardless?
If no, what other alternatives do I have that don't have a huge amount of overhead?
I have seen a suggestion of requesting a thread to pause by setting a flag in the Thread to be paused. In my case, however, I don't see that as a viable option since the GameThread loop may take a while during an iteration through the loop. I won't be able to check the flag until I'm done with the loop and by then it is too late.
I need immediate pausing, or else the user will notice a delay in the event handling.
If you want to synchronize access to resources, use a ReentrantLock:
ReentrantLock sync = new ReentrantLock();
You'd have to pass that lock to each runnable where you want to access the shared data.
Then in each place you're accessing the resource in question, you would use that shared lock object, and obtain and release the lock (ie, your critical sections):
sync.lock();
try {
// critical section code here
}
finally {
sync.unlock();
}
This is pretty standard concurrent programming in java. Keep in mind "lock" is a blocking method, so you might want to use "tryLock" instead, which allows you to try and acquire the lock, but returns a boolean as to whether or not you actually got the lock:
if (sync.tryLock()) {
try {
//critical section
}
finally {
sync.unlock();
}
}
There's a version of "tryLock" which will wait a given amount of time, before it will give up trying to acquire the lock and return a false value.
Usually, you would do some thread synchronization:
http://docs.oracle.com/javase/tutorial/essential/concurrency/locksync.html
This would let you do one of the two things you are doing: either render in the game rendering thread or do the changes based on your events.
The problem you are facing seems to be that your rendering code is taking too long for you to actually have a smooth experience (i.e. a lot of events can pile up for processing while you are rendering something). In that case, you should make your rendering out of independent pieces that can finish quickly and synchronize on them.
Without any code I cannot give you a specific advice, however in general it would look something like this:
List<Shape> shapesToRender;
Object lockObject = new Object(); // Note this must be somehow shared between two threads
// Your rendering thread method
public void renderForever() {
while(true) {
for(Shape shape: shapesToRender) {
synchronized(lockObject) {
render(shape);
}
}
}
}
// One of your event handlers
public void handleEvent(Event event) {
synchronized(lockObject) {
// Process event somehow, e.g. change the color of some of the shapes
event.getShape().setColor(Color.RED);
}
}
With the above, either:
You will be rendering one shape (and all your event handlers will be waiting for that to finish), or
Some of your event handlers will be doing something (and your rendering thread will be waiting for that to finish)
You should look at this Java trail in more depth:
http://docs.oracle.com/javase/tutorial/essential/concurrency/index.html
as there are other solutions, e.g. using lock objects:
http://docs.oracle.com/javase/tutorial/essential/concurrency/newlocks.html
or concurrent collections:
http://docs.oracle.com/javase/tutorial/essential/concurrency/collections.html
that, depending on your problem, might be easier and, most importantly, very well tested solutions that would allow you to do something in a standard way, thus avoiding all the pitfalls that you can get into when rolling out custom threading code.
Hope this helps.
The suspend() / resume() methods suit my needs, but they were deprecated. In my case, however, as there is little chance of a deadlock, is it safe to use them regardless?
Obviously, if there is ZERO chance of a deadlock then it is safe. But there are all sorts of unexpected ways to get a deadlock. For instance, you could happen to pause a thread while it is initializing a class ... and that would deadlock any other thread trying to refer to a static field of that class. (This is a consequence of a specified behaviour of the JVM. There are other places where the locking / synchronization that goes on under the hood is not specified. Fair enough. It doesn't need to be ... unless you are contemplating using these deprecated methods.)
So, the reality is that it is really difficult to determine (prove) if it is actually safe. And if you can't determine this, then it is a potentially risky thing to do. That's WHY the methods are deprecated.
(Strictly speaking, this is not a deadlock. A deadlock is when the threads can never proceed. In this case, the other threads can proceed if you can resume the paused thread.)

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