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Add proper thread synchronization for campaigns

This commit is contained in:
Dydzio 2019-03-30 00:28:33 +01:00
parent 2b6fe9298a
commit 1cc2ef537b
3 changed files with 7 additions and 2 deletions

View File

@ -1265,6 +1265,7 @@ static void handleEvent(SDL_Event & ev)
break; break;
case EUserEvent::CAMPAIGN_START_SCENARIO: case EUserEvent::CAMPAIGN_START_SCENARIO:
{ {
CSH->campaignServerRestartLock.set(true);
CSH->endGameplay(); CSH->endGameplay();
auto ourCampaign = std::shared_ptr<CCampaignState>(reinterpret_cast<CCampaignState *>(ev.user.data1)); auto ourCampaign = std::shared_ptr<CCampaignState>(reinterpret_cast<CCampaignState *>(ev.user.data1));
auto & epilogue = ourCampaign->camp->scenarios[ourCampaign->mapsConquered.back()].epilog; auto & epilogue = ourCampaign->camp->scenarios[ourCampaign->mapsConquered.back()].epilog;
@ -1281,7 +1282,7 @@ static void handleEvent(SDL_Event & ev)
} }
else else
{ {
boost::this_thread::sleep(boost::posix_time::milliseconds(1000)); //TODO: thread sync and execute this after server closes CSH->campaignServerRestartLock.waitUntil(false);
finisher(); finisher();
} }
} }

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@ -101,7 +101,7 @@ public:
extern std::string NAME; extern std::string NAME;
CServerHandler::CServerHandler() CServerHandler::CServerHandler()
: state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr) : state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false)
{ {
uuid = boost::uuids::to_string(boost::uuids::random_generator()()); uuid = boost::uuids::to_string(boost::uuids::random_generator()());
applier = std::make_shared<CApplier<CBaseForLobbyApply>>(); applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
@ -692,6 +692,7 @@ void CServerHandler::threadRunServer()
logNetwork->error("Check %s for more info", logName); logNetwork->error("Check %s for more info", logName);
} }
threadRunLocalServer.reset(); threadRunLocalServer.reset();
CSH->campaignServerRestartLock.setn(false);
#endif #endif
} }

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@ -12,6 +12,7 @@
#include "../lib/CStopWatch.h" #include "../lib/CStopWatch.h"
#include "../lib/StartInfo.h" #include "../lib/StartInfo.h"
#include "../lib/CondSh.h"
struct SharedMemory; struct SharedMemory;
class CConnection; class CConnection;
@ -95,6 +96,8 @@ public:
std::shared_ptr<CConnection> c; std::shared_ptr<CConnection> c;
CClient * client; CClient * client;
CondSh<bool> campaignServerRestartLock;
CServerHandler(); CServerHandler();
void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr); void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);