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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Removed remaining references to 'pim' name

This commit is contained in:
Ivan Savenko
2023-09-27 18:49:30 +03:00
parent 0dcfd6e65c
commit 195320dcf2
6 changed files with 16 additions and 17 deletions

View File

@@ -104,7 +104,7 @@
#include "../lib/spells/CSpellHandler.h"
// The macro below is used to mark functions that are called by client when game state changes.
// They all assume that CPlayerInterface::pim mutex is locked.
// They all assume that interface mutex is locked.
#define EVENT_HANDLER_CALLED_BY_CLIENT
#define BATTLE_EVENT_POSSIBLE_RETURN \
@@ -751,7 +751,7 @@ void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * sta
{
//FIXME: we want client rendering to proceed while AI is making actions
// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
auto unlockPim = vstd::makeUnlockGuard(GH.interfaceMutex);
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
autofightingAI->activeStack(battleID, stack);
return;
}
@@ -1339,7 +1339,7 @@ void CPlayerInterface::waitWhileDialog()
return;
}
auto unlock = vstd::makeUnlockGuard(GH.interfaceMutex);
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
boost::unique_lock<boost::mutex> un(showingDialog->mx);
while(showingDialog->data)
showingDialog->cond.wait(un);
@@ -1378,7 +1378,7 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
GH.windows().totalRedraw();
{
IgnoreEvents ignore(*this);
auto unlockPim = vstd::makeUnlockGuard(GH.interfaceMutex);
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
}
}
@@ -1815,7 +1815,7 @@ void CPlayerInterface::waitForAllDialogs()
{
while(!dialogs.empty())
{
auto unlock = vstd::makeUnlockGuard(GH.interfaceMutex);
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
}
waitWhileDialog();