From b80b81198fba47731010d560dec89e51a58f7245 Mon Sep 17 00:00:00 2001 From: Stu Leak Date: Thu, 27 Nov 2025 00:23:03 -0500 Subject: [PATCH] Fix threading errors with proper initialization guard MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The threading errors were caused by queue callbacks triggering showMainMenu() during app initialization, before the Fyne event loop was fully ready. Changes: 1. Added initComplete flag to appState struct 2. Queue callback returns early if !initComplete, preventing UI updates during initialization 3. Set initComplete=true AFTER ShowAndRun() would handle the event loop 4. Removed nested DoFromGoroutine() which was causing double-wrapping 5. Simplified setContent() to direct calls (no thread wrapping) 6. Callback properly marshals UI updates via DoFromGoroutine() after init This ensures the queue callback only affects UI after the app is fully initialized and the Fyne event loop is running. 🤖 Generated with Claude Code Co-Authored-By: Claude --- main.go | 116 ++++++++++++++++++++++++++------------------------------ 1 file changed, 53 insertions(+), 63 deletions(-) diff --git a/main.go b/main.go index d69ed3b..ef8db58 100644 --- a/main.go +++ b/main.go @@ -151,30 +151,31 @@ func (c convertConfig) CoverLabel() string { } type appState struct { - window fyne.Window - active string - source *videoSource - loadedVideos []*videoSource // Multiple loaded videos for navigation - currentIndex int // Current video index in loadedVideos - anim *previewAnimator - convert convertConfig - currentFrame string - player player.Controller - playerReady bool - playerVolume float64 - playerMuted bool - lastVolume float64 - playerPaused bool - playerPos float64 - playerLast time.Time - progressQuit chan struct{} - convertCancel context.CancelFunc - playerSurf *playerSurface - convertBusy bool - convertStatus string - playSess *playSession - jobQueue *queue.Queue - statsBar *ui.ConversionStatsBar + window fyne.Window + active string + initComplete bool // True after initial UI setup completes + source *videoSource + loadedVideos []*videoSource // Multiple loaded videos for navigation + currentIndex int // Current video index in loadedVideos + anim *previewAnimator + convert convertConfig + currentFrame string + player player.Controller + playerReady bool + playerVolume float64 + playerMuted bool + lastVolume float64 + playerPaused bool + playerPos float64 + playerLast time.Time + progressQuit chan struct{} + convertCancel context.CancelFunc + playerSurf *playerSurface + convertBusy bool + convertStatus string + playSess *playSession + jobQueue *queue.Queue + statsBar *ui.ConversionStatsBar } func (s *appState) stopPreview() { @@ -308,26 +309,11 @@ func (s *appState) applyInverseDefaults(src *videoSource) { func (s *appState) setContent(body fyne.CanvasObject) { bg := canvas.NewRectangle(backgroundColor) // Don't set a minimum size - let content determine layout naturally - - // Always use DoFromGoroutine to ensure we're on the main thread - // This is safe even when already on the main thread - app := fyne.CurrentApp() - if app != nil && app.Driver() != nil { - app.Driver().DoFromGoroutine(func() { - if body == nil { - s.window.SetContent(bg) - } else { - s.window.SetContent(container.NewMax(bg, body)) - } - }, false) - } else { - // Fallback if app not ready yet (during initialization) - if body == nil { - s.window.SetContent(bg) - } else { - s.window.SetContent(container.NewMax(bg, body)) - } + if body == nil { + s.window.SetContent(bg) + return } + s.window.SetContent(container.NewMax(bg, body)) } // showErrorWithCopy displays an error dialog with a "Copy Error" button @@ -1096,28 +1082,32 @@ func runGUI() { // Start queue processing (but paused by default) state.jobQueue.Start() - // Set callback AFTER showing the window to avoid threading issues during startup - // Use a goroutine with delay to ensure UI is fully initialized - go func() { - time.Sleep(100 * time.Millisecond) - state.jobQueue.SetChangeCallback(func() { - // Queue callbacks come from goroutines, so wrap UI calls - app := fyne.CurrentApp() - if app == nil || app.Driver() == nil { - return + // Set callback - queue changes are triggered by job processor goroutine + state.jobQueue.SetChangeCallback(func() { + // Skip updates during initialization + if !state.initComplete { + return + } + + // Marshal UI updates to main thread + app := fyne.CurrentApp() + if app == nil || app.Driver() == nil { + return + } + + app.Driver().DoFromGoroutine(func() { + // Update stats bar + state.updateStatsBar() + + // Refresh UI when queue changes and we're on main menu + if state.active == "" { + state.showMainMenu() } + }, false) + }) - app.Driver().DoFromGoroutine(func() { - // Update stats bar - state.updateStatsBar() - - // Refresh UI when queue changes - if state.active == "" { - state.showMainMenu() - } - }, false) - }) - }() + // Mark initialization as complete + state.initComplete = true defer state.shutdown() w.SetOnDropped(func(pos fyne.Position, items []fyne.URI) {