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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Removed remaining references to 'pim' name
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@ -486,7 +486,7 @@ static void quitApplication()
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std::cout << "Ending...\n";
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// this method is always called from event/network threads, which keep interface mutex locked
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// unlock it here to avoid assertion failure on GH descruction in exit()
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// unlock it here to avoid assertion failure on GH destruction in exit()
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GH.interfaceMutex.unlock();
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exit(0);
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}
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@ -104,7 +104,7 @@
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#include "../lib/spells/CSpellHandler.h"
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// The macro below is used to mark functions that are called by client when game state changes.
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// They all assume that CPlayerInterface::pim mutex is locked.
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// They all assume that interface mutex is locked.
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#define EVENT_HANDLER_CALLED_BY_CLIENT
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#define BATTLE_EVENT_POSSIBLE_RETURN \
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@ -751,7 +751,7 @@ void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * sta
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{
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//FIXME: we want client rendering to proceed while AI is making actions
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// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
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auto unlockPim = vstd::makeUnlockGuard(GH.interfaceMutex);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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autofightingAI->activeStack(battleID, stack);
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return;
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}
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@ -1339,7 +1339,7 @@ void CPlayerInterface::waitWhileDialog()
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return;
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}
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auto unlock = vstd::makeUnlockGuard(GH.interfaceMutex);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::unique_lock<boost::mutex> un(showingDialog->mx);
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while(showingDialog->data)
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showingDialog->cond.wait(un);
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@ -1378,7 +1378,7 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
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GH.windows().totalRedraw();
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{
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IgnoreEvents ignore(*this);
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auto unlockPim = vstd::makeUnlockGuard(GH.interfaceMutex);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
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}
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}
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@ -1815,7 +1815,7 @@ void CPlayerInterface::waitForAllDialogs()
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{
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while(!dialogs.empty())
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{
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auto unlock = vstd::makeUnlockGuard(GH.interfaceMutex);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
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}
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waitWhileDialog();
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@ -641,15 +641,17 @@ void CClient::battleFinished(const BattleID & battleID)
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void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
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{
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assert(vstd::contains(battleints, color));
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auto battleint = battleints.at(color);
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if(vstd::contains(battleints, color))
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if (!battleint->human)
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{
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// we want to avoid locking gamestate and causing UI to freeze while AI is making turn
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auto unlock = vstd::makeUnlockGuardIf(GH.interfaceMutex, !battleints[color]->human);
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assert(vstd::contains(battleints, color));
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battleints[color]->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
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}
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else
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{
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battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
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}
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}
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@ -78,9 +78,6 @@ class ClientCommandManager //take mantis #2292 issue about account if thinking a
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// set <command> <on/off> - sets special temporary settings that reset on game quit.
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void handleSetCommand(std::istringstream& singleWordBuffer);
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// Unlocks specific mutex known in VCMI code as "pim"
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void handleUnlockCommand(std::istringstream& singleWordBuffer);
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// Crashes the game forcing an exception
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void handleCrashCommand();
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@ -780,7 +780,7 @@ void BattleInterface::onAnimationsFinished()
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void BattleInterface::waitForAnimations()
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{
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{
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auto unlockPim = vstd::makeUnlockGuard(GH.interfaceMutex);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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ongoingAnimationsState.waitUntil(false);
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}
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@ -38,7 +38,7 @@ void CMapHandler::waitForOngoingAnimations()
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{
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while(CGI->mh->hasOngoingAnimations())
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{
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auto unlockPim = vstd::makeUnlockGuard(GH.interfaceMutex);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::this_thread::sleep_for(boost::chrono::milliseconds(1));
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}
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}
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