Why does V8 not run with SDL threads?

Christian Ivicevic
  • Why does V8 not run with SDL threads? Christian Ivicevic

    i was able to compile and link V8 against my game and code interpretation works fine. However I want to divide my code and the game loop should exist in one thread and the scripting engine should run in a second thread alongside my game loop. I am using SDL and therefore tried this code to spawn a new thread

    SDL_CreateThread(ScriptingEngine::SpawnMain, NULL);

    where the following code is my test scripting engine:

    namespace ScriptingEngine {
        v8::HandleScope handleScope;
        v8::Handle<v8::ObjectTemplate> global = v8::ObjectTemplate::New();
        v8::Persistent<v8::Context> context;
        void Setup() {
                // TODO: bind functions to global
                // ...
                context = v8::Context::New(NULL, global);
        int SpawnMain(void *arguments) {
                v8::Context::Scope scope(context);
                v8::Handle<v8::Script> script = v8::Script::Compile(
                        v8::String::New("'Hello World'")
                v8::Handle<v8::Value> result = script->Run();
                return EXIT_SUCCESS;

    However I get an error like Access violation reading location 0x00000000. in api.cc line 716: i::Isolate* isolate = env->GetIsolate();.

    Has anyone a clue how I can fix this or what the exact problem is?

  • Solution

    The solution was to use a monitor like v8::Locker locker;. Exactly this line must be entered the line before the creation of the HandleScope and it should work, although my code up there is crap. I have combined all variables etc. into one method without a setup method or the variables in ScriptingEngine.

    Long story short: the Locker object is responsible for thread management as the engine isolates itself for sandboxing purposes.

c++ javascript sdl multithreading
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