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https://github.com/vcmi/vcmi.git
synced 2025-09-16 09:26:28 +02:00
Move gui locking to GUIHandler
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@@ -78,7 +78,6 @@ void processCommand(const std::string &message, CClient *&client);
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extern std::queue<SDL_Event> events;
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extern boost::mutex eventsM;
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boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
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CondSh<bool> CPlayerInterface::terminate_cond;
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CPlayerInterface * LOCPLINT;
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@@ -112,14 +111,13 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
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makingTurn = false;
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showingDialog = new CondSh<bool>(false);
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cingconsole = new CInGameConsole;
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terminate_cond.set(false);
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GH.terminate_cond.set(false);
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firstCall = 1; //if loading will be overwritten in serialize
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autosaveCount = 0;
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isAutoFightOn = false;
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duringMovement = false;
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ignoreEvents = false;
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locked = false;
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ignoreEvents = false;
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}
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CPlayerInterface::~CPlayerInterface()
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@@ -1590,11 +1588,13 @@ void CPlayerInterface::setSelection(const CArmedInstance * obj)
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void CPlayerInterface::update()
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{
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if (!locked)
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{
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logGlobal->errorStream() << "Non synchronized update of PlayerInterface";
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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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// 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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}
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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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@@ -1622,38 +1622,6 @@ void CPlayerInterface::update()
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GH.drawFPSCounter();
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}
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void CPlayerInterface::runLocked(std::function<void()> 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();
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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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@@ -2133,7 +2101,7 @@ void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResul
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{
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if(adventureInt)
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{
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terminate_cond.setn(true);
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GH.terminate_cond.setn(true);
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adventureInt->deactivate();
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if(GH.topInt() == adventureInt)
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GH.popInt(adventureInt);
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