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Add proper thread synchronization for campaigns
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2b6fe9298a
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@ -1265,6 +1265,7 @@ static void handleEvent(SDL_Event & ev)
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break;
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case EUserEvent::CAMPAIGN_START_SCENARIO:
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{
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CSH->campaignServerRestartLock.set(true);
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CSH->endGameplay();
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auto ourCampaign = std::shared_ptr<CCampaignState>(reinterpret_cast<CCampaignState *>(ev.user.data1));
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auto & epilogue = ourCampaign->camp->scenarios[ourCampaign->mapsConquered.back()].epilog;
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@ -1281,7 +1282,7 @@ static void handleEvent(SDL_Event & ev)
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}
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else
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{
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boost::this_thread::sleep(boost::posix_time::milliseconds(1000)); //TODO: thread sync and execute this after server closes
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CSH->campaignServerRestartLock.waitUntil(false);
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finisher();
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}
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}
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@ -101,7 +101,7 @@ public:
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extern std::string NAME;
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CServerHandler::CServerHandler()
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: state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr)
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: state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false)
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{
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uuid = boost::uuids::to_string(boost::uuids::random_generator()());
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applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
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@ -692,6 +692,7 @@ void CServerHandler::threadRunServer()
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logNetwork->error("Check %s for more info", logName);
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}
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threadRunLocalServer.reset();
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CSH->campaignServerRestartLock.setn(false);
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#endif
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}
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@ -12,6 +12,7 @@
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#include "../lib/CStopWatch.h"
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#include "../lib/StartInfo.h"
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#include "../lib/CondSh.h"
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struct SharedMemory;
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class CConnection;
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@ -95,6 +96,8 @@ public:
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std::shared_ptr<CConnection> c;
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CClient * client;
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CondSh<bool> campaignServerRestartLock;
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CServerHandler();
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void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
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