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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Add network thread termination logic for adventure map animations

This commit is contained in:
Ivan Savenko 2024-05-18 12:15:48 +00:00
parent 9bfe000724
commit d502850054
10 changed files with 36 additions and 8 deletions

View File

@ -348,6 +348,7 @@ void CClient::save(const std::string & fname)
void CClient::endNetwork()
{
CGI->mh->endNetwork();
if (CPlayerInterface::battleInt)
CPlayerInterface::battleInt->endNetwork();

View File

@ -52,7 +52,6 @@
#include "../../lib/CTownHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/StartInfo.h"
#include "../ConditionalWait.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/networkPacks/PacksForClientBattle.h"
#include "../../lib/TextOperations.h"

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@ -39,7 +39,6 @@
#include "../../lib/battle/BattleHex.h"
#include "../../lib/CRandomGenerator.h"
#include "../../lib/CStack.h"
#include "../ConditionalWait.h"
#include "../../lib/TextOperations.h"
static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnimation> anim)

View File

@ -9,7 +9,6 @@
*/
#include "StdInc.h"
#include "CGuiHandler.h"
#include "ConditionalWait.h"
#include "CIntObject.h"
#include "CursorHandler.h"

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@ -58,7 +58,6 @@
#include "../../lib/CConfigHandler.h"
#include "../../lib/GameConstants.h"
#include "../../lib/CRandomGenerator.h"
#include "../ConditionalWait.h"
std::shared_ptr<CMainMenu> CMM;
ISelectionScreenInfo * SEL;

View File

@ -25,6 +25,8 @@ public:
virtual ~IMapObjectObserver();
virtual bool hasOngoingAnimations() = 0;
virtual void waitForOngoingAnimations(){};
virtual void endNetwork(){};
/// Plays fade-in animation and adds object to map
virtual void onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;

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

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

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@ -19,7 +19,6 @@
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/TerrainHandler.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/ObjectTemplate.h"
@ -36,13 +35,19 @@ bool CMapHandler::hasOngoingAnimations()
void CMapHandler::waitForOngoingAnimations()
{
while(CGI->mh->hasOngoingAnimations())
for(auto * observer : observers)
{
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
boost::this_thread::sleep_for(boost::chrono::milliseconds(1));
if (observer->hasOngoingAnimations())
observer->waitForOngoingAnimations();
}
}
void CMapHandler::endNetwork()
{
for(auto * observer : observers)
observer->endNetwork();
}
std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
{
const TerrainTile & t = map->getTile(pos);

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@ -71,6 +71,7 @@ public:
/// blocking wait until all ongoing animatins are over
void waitForOngoingAnimations();
void endNetwork();
static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
};