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Add network thread termination logic for adventure map animations
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@ -25,6 +25,7 @@
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/MiscObjects.h"
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#include "../../lib/pathfinder/CGPathNode.h"
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@ -346,6 +347,7 @@ bool MapViewController::isEventVisible(const CGHeroInstance * obj, const int3 &
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void MapViewController::fadeOutObject(const CGObjectInstance * obj)
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{
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animationWait.setBusy();
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logGlobal->debug("Starting fade out animation");
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fadingOutContext = std::make_shared<MapRendererAdventureFadingContext>(*state);
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fadingOutContext->animationTime = adventureContext->animationTime;
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@ -366,6 +368,7 @@ void MapViewController::fadeOutObject(const CGObjectInstance * obj)
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void MapViewController::fadeInObject(const CGObjectInstance * obj)
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{
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animationWait.setBusy();
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logGlobal->debug("Starting fade in animation");
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fadingInContext = std::make_shared<MapRendererAdventureFadingContext>(*state);
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fadingInContext->animationTime = adventureContext->animationTime;
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@ -505,6 +508,7 @@ void MapViewController::onAfterHeroTeleported(const CGHeroInstance * obj, const
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if(isEventVisible(obj, from, dest))
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{
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animationWait.setBusy();
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logGlobal->debug("Starting teleport animation");
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teleportContext = std::make_shared<MapRendererAdventureTransitionContext>(*state);
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teleportContext->animationTime = adventureContext->animationTime;
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@ -540,6 +544,7 @@ void MapViewController::onHeroMoved(const CGHeroInstance * obj, const int3 & fro
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if(movementTime > 1)
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{
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animationWait.setBusy();
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logGlobal->debug("Starting movement animation");
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movementContext = std::make_shared<MapRendererAdventureMovingContext>(*state);
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movementContext->animationTime = adventureContext->animationTime;
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@ -577,6 +582,17 @@ bool MapViewController::hasOngoingAnimations()
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return false;
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}
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void MapViewController::waitForOngoingAnimations()
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{
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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animationWait.waitWhileBusy();
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}
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void MapViewController::endNetwork()
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{
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animationWait.requestTermination();
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}
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void MapViewController::activateAdventureContext(uint32_t animationTime)
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{
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resetContext();
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@ -642,6 +658,7 @@ void MapViewController::resetContext()
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worldViewContext.reset();
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spellViewContext.reset();
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puzzleMapContext.reset();
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animationWait.setFree();
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}
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void MapViewController::setTerrainVisibility(bool showAllTerrain)
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