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https://github.com/vcmi/vcmi.git
synced 2025-01-02 00:10:22 +02:00
Removed no longer used mutexes from match server
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parent
f97ffd8e9a
commit
6eef197cea
@ -983,10 +983,7 @@ void CGameHandler::start(bool resume)
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for (PlayerColor color : players)
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{
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sbuffer << color << " ";
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{
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boost::unique_lock<boost::recursive_mutex> lock(gsm);
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connections[color].insert(cc);
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}
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connections[color].insert(cc);
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}
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logGlobal->info(sbuffer.str());
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}
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@ -3183,8 +3180,6 @@ bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
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bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
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{
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boost::unique_lock<boost::recursive_mutex> lock(gsm);
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logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
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if (answer)
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logGlobal->trace("%d", *answer);
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@ -73,7 +73,6 @@ public:
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std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
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//queries stuff
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boost::recursive_mutex gsm;
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ui32 QID;
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SpellCastEnvironment * spellEnv;
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@ -247,7 +247,6 @@ void CVCMIServer::prepareToRestart()
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for(auto c : activeConnections)
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c->enterLobbyConnectionMode();
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boost::unique_lock<boost::recursive_mutex> queueLock(mx);
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gh = nullptr;
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}
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@ -407,8 +406,7 @@ bool CVCMIServer::passHost(int toConnectionId)
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void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
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{
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if(state != EServerState::LOBBY)
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throw std::runtime_error("CVCMIServer::clientConnected called while game is not accepting clients!");
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assert(state == EServerState::LOBBY);
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c->connectionID = currentClientId++;
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@ -945,6 +943,10 @@ ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
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if(!si->getPlayersSettings(i->first))
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return i->first;
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}
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return 0;
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}
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INetworkHandler & CVCMIServer::getNetworkHandler()
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{
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return *networkHandler;
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}
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@ -57,16 +57,10 @@ class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INet
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std::chrono::steady_clock::time_point gameplayStartTime;
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std::chrono::steady_clock::time_point lastTimerUpdateTime;
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public:
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/// List of all active connections
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std::vector<std::shared_ptr<CConnection>> activeConnections;
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std::unique_ptr<INetworkHandler> networkHandler;
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private:
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bool restartGameplay; // FIXME: this is just a hack
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boost::recursive_mutex mx;
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std::shared_ptr<CApplier<CBaseForServerApply>> applier;
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EServerState state;
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@ -76,6 +70,9 @@ private:
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ui8 currentPlayerId;
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public:
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/// List of all active connections
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std::vector<std::shared_ptr<CConnection>> activeConnections;
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// INetworkListener impl
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void onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage) override;
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void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message) override;
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@ -109,13 +106,14 @@ public:
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void clientDisconnected(std::shared_ptr<CConnection> c);
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void reconnectPlayer(int connId);
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public:
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void announceMessage(const std::string & txt);
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void handleReceivedPack(std::unique_ptr<CPackForLobby> pack);
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void updateAndPropagateLobbyState();
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INetworkHandler & getNetworkHandler();
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void setState(EServerState value);
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EServerState getState() const;
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@ -24,7 +24,7 @@ void GlobalLobbyProcessor::establishNewConnection()
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{
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std::string hostname = settings["lobby"]["hostname"].String();
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int16_t port = settings["lobby"]["port"].Integer();
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owner.networkHandler->connectToRemote(*this, hostname, port);
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owner.getNetworkHandler().connectToRemote(*this, hostname, port);
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}
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void GlobalLobbyProcessor::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
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@ -29,7 +29,6 @@ TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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void TurnTimerHandler::onGameplayStart(PlayerColor player)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * si = gameHandler.getStartInfo())
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{
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timers[player] = si->turnTimerInfo;
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@ -45,7 +44,6 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
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void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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assert(player.isValidPlayer());
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timers[player].isActive = enabled;
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sendTimerUpdate(player);
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@ -53,7 +51,6 @@ void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
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void TurnTimerHandler::setEndTurnAllowed(PlayerColor player, bool enabled)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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assert(player.isValidPlayer());
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endTurnAllowed[player] = enabled;
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}
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@ -69,7 +66,6 @@ void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * si = gameHandler.getStartInfo())
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{
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if(si->turnTimerInfo.isEnabled())
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@ -87,7 +83,6 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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void TurnTimerHandler::update(int waitTime)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(!gameHandler.getStartInfo()->turnTimerInfo.isEnabled())
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return;
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@ -122,7 +117,6 @@ bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor
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void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs || !si->turnTimerInfo.isEnabled())
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@ -164,7 +158,6 @@ bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
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void TurnTimerHandler::onBattleStart(const BattleID & battleID)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs)
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@ -192,7 +185,6 @@ void TurnTimerHandler::onBattleStart(const BattleID & battleID)
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void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs)
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@ -221,7 +213,6 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
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void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs || !gs->getBattle(battleID))
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@ -248,7 +239,6 @@ void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack
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void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs)
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@ -29,7 +29,6 @@ class TurnTimerHandler
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std::map<PlayerColor, TurnTimerInfo> timers;
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std::map<PlayerColor, int> lastUpdate;
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std::map<PlayerColor, bool> endTurnAllowed;
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std::recursive_mutex mx;
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void onPlayerMakingTurn(PlayerColor player, int waitTime);
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void onBattleLoop(const BattleID & battleID, int waitTime);
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@ -49,8 +49,6 @@ CQuery::CQuery(CGameHandler * gameHandler)
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: owner(gameHandler->queries.get())
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, gh(gameHandler)
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{
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boost::unique_lock<boost::mutex> l(QueriesProcessor::mx);
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static QueryID QID = QueryID(0);
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queryID = ++QID;
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@ -12,8 +12,6 @@
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#include "CQuery.h"
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boost::mutex QueriesProcessor::mx;
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void QueriesProcessor::popQuery(PlayerColor player, QueryPtr query)
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{
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LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
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@ -23,8 +23,6 @@ private:
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std::map<PlayerColor, std::vector<QueryPtr>> queries; //player => stack of queries
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public:
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static boost::mutex mx;
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void addQuery(QueryPtr query);
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void popQuery(const CQuery &query);
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void popQuery(QueryPtr query);
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