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Add network thread termination logic for adventure map animations
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@@ -10,6 +10,7 @@
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#pragma once
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#include "IMapRendererObserver.h"
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#include "../ConditionalWait.h"
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#include "../../lib/Point.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@@ -34,6 +35,8 @@ class MapRendererPuzzleMapContext;
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/// such as its position and any animations
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class MapViewController : public IMapObjectObserver
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{
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ConditionalWait animationWait;
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std::shared_ptr<IMapRendererContext> context;
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std::shared_ptr<MapRendererContextState> state;
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std::shared_ptr<MapViewModel> model;
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@@ -68,6 +71,9 @@ private:
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// IMapObjectObserver impl
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bool hasOngoingAnimations() override;
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void waitForOngoingAnimations() override;
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void endNetwork() override;
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void onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator) override;
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void onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator) override;
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void onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator) override;
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