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Merge pull request #3860 from IvanSavenko/bugfixing
Fix freezes (multiplayer and game loading)
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commit
a5361abe16
@ -55,7 +55,6 @@
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namespace po = boost::program_options;
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namespace po_style = boost::program_options::command_line_style;
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static std::atomic<bool> quitRequestedDuringOpeningPlayback = false;
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static std::atomic<bool> headlessQuit = false;
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#ifndef VCMI_IOS
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@ -323,9 +322,6 @@ int main(int argc, char * argv[])
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#endif // ANDROID
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#endif // THREADED
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if (quitRequestedDuringOpeningPlayback)
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quitApplication();
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if(!settings["session"]["headless"].Bool())
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{
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pomtime.getDiff();
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@ -416,6 +412,20 @@ static void mainLoop()
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}
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}
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[[noreturn]] static void quitApplicationImmediately()
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{
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// Perform quick exit without executing static destructors and let OS cleanup anything that we did not
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// We generally don't care about them and this leads to numerous issues, e.g.
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// destruction of locked mutexes (fails an assertion), even in third-party libraries (as well as native libs on Android)
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// Android - std::quick_exit is available only starting from API level 21
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// Mingw, macOS and iOS - std::quick_exit is unavailable (at least in current version of CI)
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#if (defined(__ANDROID_API__) && __ANDROID_API__ < 21) || (defined(__MINGW32__)) || defined(VCMI_APPLE)
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::exit(0);
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#else
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std::quick_exit(0);
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#endif
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}
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[[noreturn]] static void quitApplication()
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{
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if(!settings["session"]["headless"].Bool())
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@ -466,24 +476,11 @@ static void mainLoop()
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}
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std::cout << "Ending...\n";
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// Perform quick exit without executing static destructors and let OS cleanup anything that we did not
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// We generally don't care about them and this leads to numerous issues, e.g.
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// destruction of locked mutexes (fails an assertion), even in third-party libraries (as well as native libs on Android)
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// Android - std::quick_exit is available only starting from API level 21
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// Mingw, macOS and iOS - std::quick_exit is unavailable (at least in current version of CI)
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#if (defined(__ANDROID_API__) && __ANDROID_API__ < 21) || (defined(__MINGW32__)) || defined(VCMI_APPLE)
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::exit(0);
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#else
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std::quick_exit(0);
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#endif
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quitApplicationImmediately();
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}
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void handleQuit(bool ask)
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{
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// FIXME: avoids crash if player attempts to close game while opening is still playing
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// use cursor handler as indicator that loading is not done yet
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// proper solution would be to abort init thread (or wait for it to finish)
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if(!ask)
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{
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if(settings["session"]["headless"].Bool())
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@ -498,10 +495,12 @@ void handleQuit(bool ask)
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return;
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}
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// FIXME: avoids crash if player attempts to close game while opening is still playing
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// use cursor handler as indicator that loading is not done yet
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// proper solution would be to abort init thread (or wait for it to finish)
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if (!CCS->curh)
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{
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quitRequestedDuringOpeningPlayback = true;
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return;
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quitApplicationImmediately();
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}
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if (LOCPLINT)
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@ -279,7 +279,14 @@ void CPlayerInterface::yourTurn(QueryID queryID)
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CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
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EVENT_HANDLER_CALLED_BY_CLIENT;
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{
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int humanPlayersCount = 0;
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for(const auto & info : cb->getStartInfo()->playerInfos)
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if (info.second.isControlledByHuman())
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humanPlayersCount++;
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bool hotseatWait = humanPlayersCount > 1;
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LOCPLINT = this;
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GH.curInt = this;
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@ -289,12 +296,7 @@ void CPlayerInterface::yourTurn(QueryID queryID)
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performAutosave();
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}
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int humanPlayersCount = 0;
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for(const auto & info : cb->getStartInfo()->playerInfos)
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if (info.second.isControlledByHuman())
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humanPlayersCount++;
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if (humanPlayersCount > 1) //hot seat or MP message
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if (hotseatWait) //hot seat or MP message
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{
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adventureInt->onHotseatWaitStarted(playerID);
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@ -310,11 +312,11 @@ void CPlayerInterface::yourTurn(QueryID queryID)
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makingTurn = true;
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adventureInt->onPlayerTurnStarted(playerID);
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}
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}
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acceptTurn(queryID);
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acceptTurn(queryID, hotseatWait);
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}
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void CPlayerInterface::acceptTurn(QueryID queryID)
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void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
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{
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if (settings["session"]["autoSkip"].Bool())
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{
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@ -322,7 +324,7 @@ void CPlayerInterface::acceptTurn(QueryID queryID)
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iw->close();
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}
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if(CSH->howManyPlayerInterfaces() > 1)
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if(hotseatWait)
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{
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waitWhileDialog(); // wait for player to accept turn in hot-seat mode
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@ -226,7 +226,7 @@ private:
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void heroKilled(const CGHeroInstance* hero);
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void garrisonsChanged(std::vector<const CArmedInstance *> objs);
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void requestReturningToMainMenu(bool won);
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void acceptTurn(QueryID queryID); //used during hot seat after your turn message is close
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void acceptTurn(QueryID queryID, bool hotseatWait); //used during hot seat after your turn message is close
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void initializeHeroTownList();
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int getLastIndex(std::string namePrefix);
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};
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