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Conurrency related tweaks. Crashes in renderFrame should be fixed, but synchronization is still not perfect
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@ -543,10 +543,10 @@ 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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void CGPreGame::runLocked(std::function<void()> 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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cb();
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}
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void CGPreGame::openCampaignScreen(std::string name)
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