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Slightly better thread names
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parent
0613756abc
commit
a44c08a847
@ -574,6 +574,8 @@ void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
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void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
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{
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setThreadName("startGameplay");
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if(CMM)
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CMM->disable();
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client = new CClient();
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@ -816,7 +818,7 @@ public:
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void CServerHandler::threadHandleConnection()
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{
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setThreadName("threadHandleConnection");
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setThreadName("handleConnection");
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c->enterLobbyConnectionMode();
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try
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@ -897,7 +899,7 @@ void CServerHandler::visitForClient(CPackForClient & clientPack)
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void CServerHandler::threadRunServer()
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{
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#if !defined(VCMI_MOBILE)
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setThreadName("threadRunServer");
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setThreadName("runServer");
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const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
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std::string comm = VCMIDirs::get().serverPath().string()
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+ " --port=" + std::to_string(getHostPort())
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@ -214,7 +214,7 @@ void CConsoleHandler::setColor(EConsoleTextColor::EConsoleTextColor color)
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int CConsoleHandler::run() const
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{
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setThreadName("CConsoleHandler::run");
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setThreadName("consoleHandler");
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//disabling sync to make in_avail() work (othervice always returns 0)
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{
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TLockGuard _(smx);
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@ -193,6 +193,8 @@ void CVCMIServer::run()
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void CVCMIServer::establishRemoteConnections()
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{
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setThreadName("establishConnection");
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//wait for host connection
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while(connections.empty())
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boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
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@ -229,6 +231,7 @@ void CVCMIServer::connectToRemote(const std::string & addr, int port)
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void CVCMIServer::threadAnnounceLobby()
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{
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setThreadName("announceLobby");
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while(state != EServerState::SHUTDOWN)
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{
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{
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@ -419,7 +422,7 @@ public:
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void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
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{
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setThreadName("CVCMIServer::handleConnection");
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setThreadName("handleClient");
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c->enterLobbyConnectionMode();
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while(c->connected)
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