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Fix potential concurrenccy issues
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parent
2022d55d40
commit
6226ddf4a7
@ -32,6 +32,7 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
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{
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if(si->turnTimerInfo.isEnabled())
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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}
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@ -44,6 +45,7 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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{
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if(si->turnTimerInfo.isEnabled())
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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timers[player].baseTimer += timers[player].turnTimer;
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timers[player].turnTimer = si->turnTimerInfo.turnTimer;
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@ -66,6 +68,7 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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if(state.human && si->turnTimerInfo.isEnabled() && !gs->curB)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(timers[player].turnTimer > 0)
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{
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timers[player].turnTimer -= waitTime;
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@ -98,6 +101,8 @@ void TurnTimerHandler::onBattleStart()
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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auto attacker = gs->curB->getSidePlayer(BattleSide::ATTACKER);
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auto defender = gs->curB->getSidePlayer(BattleSide::DEFENDER);
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@ -123,6 +128,8 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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if(!si || !gs || !gs->curB || !si->turnTimerInfo.isBattleEnabled())
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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auto player = stack.getOwner();
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if(!player.isValidPlayer())
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@ -145,6 +152,8 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
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if(!si || !gs || !gs->curB)
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return;
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * stack = gs->curB.get()->battleGetStackByID(gs->curB->getActiveStackID());
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if(!stack || !stack->getOwner().isValidPlayer())
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return;
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@ -27,6 +27,7 @@ class TurnTimerHandler
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const int turnTimePropagateFrequencyCrit = 1000;
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const int turnTimePropagateThreshold = 3000;
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std::map<PlayerColor, TurnTimerInfo> timers;
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std::recursive_mutex mx;
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public:
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TurnTimerHandler(CGameHandler &);
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