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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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VCAI::~VCAI(void)
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{
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{
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LOG_TRACE(logAi);
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LOG_TRACE(logAi);
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finish();
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}
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}
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void VCAI::availableCreaturesChanged(const CGDwelling *town)
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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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void VCAI::finish()
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{
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{
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if(makingTurn)
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if(makingTurn)
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{
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makingTurn->interrupt();
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makingTurn->interrupt();
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makingTurn->join();
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}
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}
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}
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void VCAI::requestActionASAP(std::function<void()> whatToDo)
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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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std::unique_ptr<boost::thread> makingTurn;
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VCAI(void);
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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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//TODO: use only smart pointers?
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void tryRealize(Goals::Explore & g);
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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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void CCallback::unregisterAllInterfaces()
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{
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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->playerint.clear();
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cl->battleints.clear();
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cl->battleints.clear();
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}
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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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void CClient::endGame( bool closeConnection /*= true*/ )
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{
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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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//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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i.second->finish();
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// Game is ending
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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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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(bool runServer = false);
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~CServerHandler();
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virtual ~CServerHandler();
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};
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};
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template<typename T>
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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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boost::condition_variable cond;
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public:
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public:
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void pushBack(const T &item)
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void pushBack(const T &item)
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{
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{
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TLock lock(mx);
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TLock lock(mx);
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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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class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
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{
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{
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public:
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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 init(std::shared_ptr<CCallback> CB){};
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virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
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virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
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