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Deactivate CAdvMapInt while quick combat is going. Fix issue 2354

If quick combat calculation take a while it's possible to give hero movement command before battle is finished. This will lead to client freeze or crash. To avoid this we must lock adventure interface until battle calculation is finished.
This commit is contained in:
Arseniy Shestakov 2016-01-10 18:00:24 +03:00
parent 46e3d849af
commit a39e61373c
3 changed files with 17 additions and 0 deletions

View File

@ -647,6 +647,8 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side); autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
isAutoFightOn = true; isAutoFightOn = true;
cb->registerBattleInterface(autofightingAI); cb->registerBattleInterface(autofightingAI);
// Player shouldn't be able to move on adventure map if quick combat is going
adventureInt->quickCombatLock();
} }
//Don't wait for dialogs when we are non-active hot-seat player //Don't wait for dialogs when we are non-active hot-seat player
@ -843,6 +845,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
isAutoFightOn = false; isAutoFightOn = false;
cb->unregisterBattleInterface(autofightingAI); cb->unregisterBattleInterface(autofightingAI);
autofightingAI.reset(); autofightingAI.reset();
adventureInt->quickCombatUnlock();
if(!battleInt) if(!battleInt)
{ {

View File

@ -1707,6 +1707,18 @@ void CAdvMapInt::adjustActiveness(bool aiTurnStart)
activate(); activate();
} }
void CAdvMapInt::quickCombatLock()
{
if(!duringAITurn)
deactivate();
}
void CAdvMapInt::quickCombatUnlock()
{
if(!duringAITurn)
activate();
}
void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale /* = 0.4f */) void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale /* = 0.4f */)
{ {
if (mode != newMode) if (mode != newMode)

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@ -224,6 +224,8 @@ public:
void aiTurnStarted(); void aiTurnStarted();
void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
void quickCombatLock(); //should be called when quick battle started
void quickCombatUnlock();
void tileLClicked(const int3 &mapPos); void tileLClicked(const int3 &mapPos);
void tileHovered(const int3 &mapPos); void tileHovered(const int3 &mapPos);
void tileRClicked(const int3 &mapPos); void tileRClicked(const int3 &mapPos);