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Fix Mantis #2234
CPlayerInterface instances were removed from CClient::playerint with clear() and finish() was not called on each. Added multiple insurance.
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@ -101,6 +101,7 @@ VCAI::VCAI(void)
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VCAI::~VCAI(void)
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{
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LOG_TRACE(logAi);
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finish();
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}
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void VCAI::availableCreaturesChanged(const CGDwelling *town)
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@ -2750,7 +2751,10 @@ void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
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void VCAI::finish()
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{
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if(makingTurn)
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{
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makingTurn->interrupt();
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makingTurn->join();
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}
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}
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void VCAI::requestActionASAP(std::function<void()> whatToDo)
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@ -159,7 +159,7 @@ public:
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std::unique_ptr<boost::thread> makingTurn;
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VCAI(void);
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~VCAI(void);
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virtual ~VCAI(void);
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//TODO: use only smart pointers?
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void tryRealize(Goals::Explore & g);
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@ -321,6 +321,8 @@ void CCallback::castSpell(const CGHeroInstance *hero, SpellID spellID, const int
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void CCallback::unregisterAllInterfaces()
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{
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for (auto& pi : cl->playerint)
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pi.second->finish();
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cl->playerint.clear();
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cl->battleints.clear();
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}
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@ -206,7 +206,7 @@ void CClient::save(const std::string & fname)
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void CClient::endGame( bool closeConnection /*= true*/ )
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{
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//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
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for(auto i : playerint)
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for(auto& i : playerint)
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i.second->finish();
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// Game is ending
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@ -59,7 +59,7 @@ public:
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static CConnection * justConnectToServer(const std::string &host = "", const std::string &port = ""); //connects to given host without taking any other actions (like setting up server)
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CServerHandler(bool runServer = false);
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~CServerHandler();
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virtual ~CServerHandler();
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};
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template<typename T>
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@ -72,7 +72,6 @@ class ThreadSafeVector
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boost::condition_variable cond;
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public:
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void pushBack(const T &item)
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{
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TLock lock(mx);
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@ -19,7 +19,7 @@ extern boost::mutex eventsM;
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CondSh<bool> CGuiHandler::terminate_cond;
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boost::thread_specific_ptr<bool> inGuiThread;
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SObjectConstruction::SObjectConstruction( CIntObject *obj )
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SObjectConstruction::SObjectConstruction(CIntObject *obj)
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:myObj(obj)
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{
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GH.createdObj.push_front(obj);
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@ -86,7 +86,7 @@ void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
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elem->active_m &= ~activityFlag;
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}
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void CGuiHandler::popInt( IShowActivatable *top )
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void CGuiHandler::popInt(IShowActivatable *top)
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{
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assert(listInt.front() == top);
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top->deactivate();
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@ -97,7 +97,7 @@ void CGuiHandler::popInt( IShowActivatable *top )
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totalRedraw();
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}
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void CGuiHandler::popIntTotally( IShowActivatable *top )
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void CGuiHandler::popIntTotally(IShowActivatable *top)
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{
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assert(listInt.front() == top);
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popInt(top);
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@ -105,7 +105,7 @@ void CGuiHandler::popIntTotally( IShowActivatable *top )
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fakeMouseMove();
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}
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void CGuiHandler::pushInt( IShowActivatable *newInt )
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void CGuiHandler::pushInt(IShowActivatable *newInt)
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{
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assert(newInt);
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assert(boost::range::find(listInt, newInt) == listInt.end()); // do not add same object twice
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@ -121,7 +121,7 @@ void CGuiHandler::pushInt( IShowActivatable *newInt )
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totalRedraw();
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}
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void CGuiHandler::popInts( int howMany )
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void CGuiHandler::popInts(int howMany)
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{
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if(!howMany) return; //senseless but who knows...
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@ -364,7 +364,7 @@ void CGuiHandler::simpleRedraw()
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objsToBlit.back()->show(screen); //blit active interface/window
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}
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void CGuiHandler::handleMoveInterested( const SDL_MouseMotionEvent & motion )
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void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
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{
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//sending active, MotionInterested objects mouseMoved() call
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std::list<CIntObject*> miCopy = motioninterested;
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@ -463,7 +463,7 @@ void CGuiHandler::drawFPSCounter()
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graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
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}
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SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key )
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SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
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{
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switch(key)
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{
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@ -82,6 +82,7 @@ public:
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class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
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{
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public:
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virtual ~CGameInterface() = default;
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virtual void init(std::shared_ptr<CCallback> CB){};
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virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
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