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https://github.com/vcmi/vcmi.git
synced 2025-08-15 20:03:15 +02:00
Run all rendering with pim lock if possible
This commit is contained in:
@@ -119,6 +119,7 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
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duringMovement = false;
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ignoreEvents = false;
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locked = false;
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}
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CPlayerInterface::~CPlayerInterface()
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@@ -1528,31 +1529,11 @@ bool CPlayerInterface::ctrlPressed() const
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void CPlayerInterface::update()
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{
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// Updating GUI requires locking pim mutex (that protects screen and GUI state).
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// When ending the game, the pim mutex might be hold by other thread,
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// that will notify us about the ending game by setting terminate_cond flag.
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bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
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while(!terminate_cond.get() && !(acquiredTheLockOnPim = pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
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boost::this_thread::sleep(boost::posix_time::milliseconds(15));
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if(!acquiredTheLockOnPim)
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if (!locked)
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{
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// We broke the while loop above and not because of mutex, so we must be terminating.
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assert(terminate_cond.get());
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logGlobal->errorStream() << "Non synchronized update of PlayerInterface";
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return;
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}
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// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
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boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock);
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// While mutexes were locked away we may be have stopped being the active interface
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if(LOCPLINT != this)
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return;
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// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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//if there are any waiting dialogs, show them
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if((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
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{
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@@ -1580,6 +1561,38 @@ void CPlayerInterface::update()
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GH.drawFPSCounter();
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}
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void CPlayerInterface::runLocked(std::function<void(IUpdateable * )> functor)
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{
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// Updating GUI requires locking pim mutex (that protects screen and GUI state).
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// When ending the game, the pim mutex might be hold by other thread,
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// that will notify us about the ending game by setting terminate_cond flag.
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bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
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while(!terminate_cond.get() && !(acquiredTheLockOnPim = pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
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boost::this_thread::sleep(boost::posix_time::milliseconds(15));
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if(!acquiredTheLockOnPim)
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{
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// We broke the while loop above and not because of mutex, so we must be terminating.
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assert(terminate_cond.get());
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return;
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}
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// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
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boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock);
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// While mutexes were locked away we may be have stopped being the active interface
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if(LOCPLINT != this)
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return;
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// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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locked = true;
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functor(this);
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locked = false;
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}
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int CPlayerInterface::getLastIndex( std::string namePrefix)
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{
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using namespace boost::filesystem;
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@@ -129,7 +129,8 @@ public:
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}
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} spellbookSettings;
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void update();
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void update() override;
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void runLocked(std::function<void(IUpdateable * )> functor) override;
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void initializeHeroTownList();
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int getLastIndex(std::string namePrefix);
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@@ -289,6 +290,8 @@ private:
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bool duringMovement;
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bool ignoreEvents;
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bool locked;
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void doMoveHero(const CGHeroInstance *h, CGPath path);
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};
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@@ -538,6 +538,12 @@ void CGPreGame::update()
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GH.drawFPSCounter();
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}
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void CGPreGame::runLocked(std::function<void(IUpdateable * )> cb)
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{
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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cb(this);
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}
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void CGPreGame::openCampaignScreen(std::string name)
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{
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if (vstd::contains(CGPreGameConfig::get().getCampaigns().Struct(), name))
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@@ -603,6 +603,7 @@ public:
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~CGPreGame();
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void update();
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void runLocked(std::function<void(IUpdateable * )> cb) override;
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void openSel(CMenuScreen::EState type, CMenuScreen::EMultiMode multi = CMenuScreen::SINGLE_PLAYER);
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void openCampaignScreen(std::string name);
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@@ -409,9 +409,10 @@ void CGuiHandler::fakeMouseMove()
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void CGuiHandler::renderFrame()
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{
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if(curInt)
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curInt->update(); // calls a update and drawing process of the loaded game interface object at the moment
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auto doUpdate = [](IUpdateable * target)
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{
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if(nullptr != target)
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target -> update();
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// draw the mouse cursor and update the screen
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CCS->curh->render();
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@@ -422,8 +423,14 @@ void CGuiHandler::renderFrame()
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SDL_RenderPresent(mainRenderer);
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#endif
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mainFPSmng->framerateDelay(); // holds a constant FPS
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};
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if(curInt)
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curInt->runLocked(doUpdate);
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else
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doUpdate(nullptr);
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mainFPSmng->framerateDelay(); // holds a constant FPS
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}
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@@ -4,6 +4,14 @@
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#include "SDL_Extensions.h"
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#include "../CMessage.h"
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void IUpdateable::runLocked(std::function<void(IUpdateable*)> cb)
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{
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boost::unique_lock<boost::recursive_mutex> lock(updateGuard);
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cb(this);
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}
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CIntObject::CIntObject(int used_, Point pos_):
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parent_m(nullptr),
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active_m(0),
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@@ -31,7 +31,10 @@ public:
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class IUpdateable
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{
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boost::recursive_mutex updateGuard;
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public:
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virtual void runLocked(std::function<void(IUpdateable * )> cb);
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virtual void update()=0;
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virtual ~IUpdateable(){}; //d-tor
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};
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