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Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build - #4

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This fixes an issue where, in specific circumstances, a single thread would call SemaphoreSlim.Wait twice, causing a deadlock as the second wait will wait on the first wait to be released, which cannot be released as the thread is halted.

This PR also adds the necessary WSL debug environment variables (let me know if these need to be removed but I dont see an issue as it removes steps from setting up a debug environment) and also allows adjustment of logging outside the debug environment which is useful for troubleshooting

@derole1derole1 changed the title Fix double-lock deadlock with SemaphoreSlim and GameServer + adjustable logging post buildFix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post buildOct 17, 2025
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derole1 requested a review from ennuoOctober 17, 2025 17:02
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Ready for review :)

Have tested the timeouts with a quick 3 player lobby on 2 less-than-favourable spec wise computers and my main pc with no issue it seems unless the emulator is paused for more than 10 seconds, in which case it just boots them to modspot and after a quick reconnect they are back up and running again

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Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build by derole1 · Pull Request #4 · ennuo/Bombd · GitHub
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Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build - #4

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This fixes an issue where, in specific circumstances, a single thread would call SemaphoreSlim.Wait twice, causing a deadlock as the second wait will wait on the first wait to be released, which cannot be released as the thread is halted.

This PR also adds the necessary WSL debug environment variables (let me know if these need to be removed but I dont see an issue as it removes steps from setting up a debug environment) and also allows adjustment of logging outside the debug environment which is useful for troubleshooting

@derole1derole1 changed the title Fix double-lock deadlock with SemaphoreSlim and GameServer + adjustable logging post buildFix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post buildOct 17, 2025
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derole1 requested a review from ennuoOctober 17, 2025 17:02
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Ready for review :)

Have tested the timeouts with a quick 3 player lobby on 2 less-than-favourable spec wise computers and my main pc with no issue it seems unless the emulator is paused for more than 10 seconds, in which case it just boots them to modspot and after a quick reconnect they are back up and running again

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build by derole1 · Pull Request #4 · ennuo/Bombd · GitHub
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Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build - #4

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This fixes an issue where, in specific circumstances, a single thread would call SemaphoreSlim.Wait twice, causing a deadlock as the second wait will wait on the first wait to be released, which cannot be released as the thread is halted.

This PR also adds the necessary WSL debug environment variables (let me know if these need to be removed but I dont see an issue as it removes steps from setting up a debug environment) and also allows adjustment of logging outside the debug environment which is useful for troubleshooting

@derole1derole1 changed the title Fix double-lock deadlock with SemaphoreSlim and GameServer + adjustable logging post buildFix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post buildOct 17, 2025
@derole1
derole1 requested a review from ennuoOctober 17, 2025 17:02
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Ready for review :)

Have tested the timeouts with a quick 3 player lobby on 2 less-than-favourable spec wise computers and my main pc with no issue it seems unless the emulator is paused for more than 10 seconds, in which case it just boots them to modspot and after a quick reconnect they are back up and running again

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Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build - #4

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This fixes an issue where, in specific circumstances, a single thread would call SemaphoreSlim.Wait twice, causing a deadlock as the second wait will wait on the first wait to be released, which cannot be released as the thread is halted.

This PR also adds the necessary WSL debug environment variables (let me know if these need to be removed but I dont see an issue as it removes steps from setting up a debug environment) and also allows adjustment of logging outside the debug environment which is useful for troubleshooting

@derole1derole1 changed the title Fix double-lock deadlock with SemaphoreSlim and GameServer + adjustable logging post buildFix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post buildOct 17, 2025
@derole1
derole1 requested a review from ennuoOctober 17, 2025 17:02
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Ready for review :)

Have tested the timeouts with a quick 3 player lobby on 2 less-than-favourable spec wise computers and my main pc with no issue it seems unless the emulator is paused for more than 10 seconds, in which case it just boots them to modspot and after a quick reconnect they are back up and running again

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Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build - #4

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This fixes an issue where, in specific circumstances, a single thread would call SemaphoreSlim.Wait twice, causing a deadlock as the second wait will wait on the first wait to be released, which cannot be released as the thread is halted.

This PR also adds the necessary WSL debug environment variables (let me know if these need to be removed but I dont see an issue as it removes steps from setting up a debug environment) and also allows adjustment of logging outside the debug environment which is useful for troubleshooting

@derole1derole1 changed the title Fix double-lock deadlock with SemaphoreSlim and GameServer + adjustable logging post buildFix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post buildOct 17, 2025
@derole1
derole1 requested a review from ennuoOctober 17, 2025 17:02
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Ready for review :)

Have tested the timeouts with a quick 3 player lobby on 2 less-than-favourable spec wise computers and my main pc with no issue it seems unless the emulator is paused for more than 10 seconds, in which case it just boots them to modspot and after a quick reconnect they are back up and running again

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build by derole1 · Pull Request #4 · ennuo/Bombd · GitHub
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Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build - #4

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This fixes an issue where, in specific circumstances, a single thread would call SemaphoreSlim.Wait twice, causing a deadlock as the second wait will wait on the first wait to be released, which cannot be released as the thread is halted.

This PR also adds the necessary WSL debug environment variables (let me know if these need to be removed but I dont see an issue as it removes steps from setting up a debug environment) and also allows adjustment of logging outside the debug environment which is useful for troubleshooting

@derole1derole1 changed the title Fix double-lock deadlock with SemaphoreSlim and GameServer + adjustable logging post buildFix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post buildOct 17, 2025
@derole1
derole1 requested a review from ennuoOctober 17, 2025 17:02
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Ready for review :)

Have tested the timeouts with a quick 3 player lobby on 2 less-than-favourable spec wise computers and my main pc with no issue it seems unless the emulator is paused for more than 10 seconds, in which case it just boots them to modspot and after a quick reconnect they are back up and running again

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build by derole1 · Pull Request #4 · ennuo/Bombd · GitHub
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Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build - #4

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This fixes an issue where, in specific circumstances, a single thread would call SemaphoreSlim.Wait twice, causing a deadlock as the second wait will wait on the first wait to be released, which cannot be released as the thread is halted.

This PR also adds the necessary WSL debug environment variables (let me know if these need to be removed but I dont see an issue as it removes steps from setting up a debug environment) and also allows adjustment of logging outside the debug environment which is useful for troubleshooting

@derole1derole1 changed the title Fix double-lock deadlock with SemaphoreSlim and GameServer + adjustable logging post buildFix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post buildOct 17, 2025
@derole1
derole1 requested a review from ennuoOctober 17, 2025 17:02
@derole1

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Ready for review :)

Have tested the timeouts with a quick 3 player lobby on 2 less-than-favourable spec wise computers and my main pc with no issue it seems unless the emulator is paused for more than 10 seconds, in which case it just boots them to modspot and after a quick reconnect they are back up and running again

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Fix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post build - #4

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This fixes an issue where, in specific circumstances, a single thread would call SemaphoreSlim.Wait twice, causing a deadlock as the second wait will wait on the first wait to be released, which cannot be released as the thread is halted.

This PR also adds the necessary WSL debug environment variables (let me know if these need to be removed but I dont see an issue as it removes steps from setting up a debug environment) and also allows adjustment of logging outside the debug environment which is useful for troubleshooting

@derole1derole1 changed the title Fix double-lock deadlock with SemaphoreSlim and GameServer + adjustable logging post buildFix double-lock deadlock with SemaphoreSlim and GameServer, fix sockets going stale after a client uncleanly disconnects and add adjustable logging post buildOct 17, 2025
@derole1
derole1 requested a review from ennuoOctober 17, 2025 17:02
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Ready for review :)

Have tested the timeouts with a quick 3 player lobby on 2 less-than-favourable spec wise computers and my main pc with no issue it seems unless the emulator is paused for more than 10 seconds, in which case it just boots them to modspot and after a quick reconnect they are back up and running again

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