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https://github.com/vcmi/vcmi.git
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Merge pull request #2966 from IvanSavenko/simplify_ui_lock
Simplified locking of game UI state
This commit is contained in:
commit
e322d0a084
@ -473,8 +473,6 @@ static void quitApplication()
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vstd::clear_pointer(console);// should be removed after everything else since used by logging
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boost::this_thread::sleep_for(boost::chrono::milliseconds(750));//???
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if(!settings["session"]["headless"].Bool())
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GH.screenHandler().close();
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@ -486,6 +484,10 @@ static void quitApplication()
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}
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std::cout << "Ending...\n";
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// this method is always called from event/network threads, which keep interface mutex locked
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// unlock it here to avoid assertion failure on GH destruction in exit()
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GH.interfaceMutex.unlock();
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exit(0);
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}
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@ -104,7 +104,7 @@
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#include "../lib/spells/CSpellHandler.h"
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// The macro below is used to mark functions that are called by client when game state changes.
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// They all assume that CPlayerInterface::pim mutex is locked.
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// They all assume that interface mutex is locked.
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#define EVENT_HANDLER_CALLED_BY_CLIENT
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#define BATTLE_EVENT_POSSIBLE_RETURN \
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@ -113,8 +113,6 @@
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if (isAutoFightOn && !battleInt) \
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return;
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boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
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CPlayerInterface * LOCPLINT;
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std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
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@ -532,7 +530,6 @@ void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID i
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void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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for (auto object : objs)
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{
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auto * hero = dynamic_cast<const CGHeroInstance*>(object);
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@ -752,7 +749,7 @@ void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * sta
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{
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//FIXME: we want client rendering to proceed while AI is making actions
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// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
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auto unlockPim = vstd::makeUnlockGuard(*pim);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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autofightingAI->activeStack(battleID, stack);
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return;
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}
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@ -768,11 +765,7 @@ void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * sta
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cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
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}
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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battleInt->stackActivated(stack);
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//Regeneration & mana drain go there
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}
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battleInt->stackActivated(stack);
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}
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void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
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@ -1015,8 +1008,6 @@ void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components
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void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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movementController->requestMovementAbort();
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LOCPLINT->showingDialog->setn(true);
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CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
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@ -1114,7 +1105,6 @@ void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
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void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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GH.windows().createAndPushWindow<CHeroWindow>(hero);
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}
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@ -1339,7 +1329,7 @@ void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const C
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GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
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}
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void CPlayerInterface::waitWhileDialog(bool unlockPim)
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void CPlayerInterface::waitWhileDialog()
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{
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if (GH.amIGuiThread())
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{
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@ -1347,7 +1337,7 @@ void CPlayerInterface::waitWhileDialog(bool unlockPim)
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return;
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}
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auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::unique_lock<boost::mutex> un(showingDialog->mx);
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while(showingDialog->data)
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showingDialog->cond.wait(un);
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@ -1385,8 +1375,8 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
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{
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GH.windows().totalRedraw();
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{
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auto unlockPim = vstd::makeUnlockGuard(*pim);
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IgnoreEvents ignore(*this);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
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}
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}
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@ -1819,14 +1809,14 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
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artWin->artifactDisassembled(al);
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}
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void CPlayerInterface::waitForAllDialogs(bool unlockPim)
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void CPlayerInterface::waitForAllDialogs()
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{
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while(!dialogs.empty())
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{
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auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
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}
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waitWhileDialog(unlockPim);
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waitWhileDialog();
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}
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void CPlayerInterface::proposeLoadingGame()
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@ -76,7 +76,6 @@ public: // TODO: make private
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//minor interfaces
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CondSh<bool> *showingDialog; //indicates if dialog box is displayed
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static boost::recursive_mutex *pim;
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bool makingTurn; //if player is already making his turn
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CCastleInterface * castleInt; //nullptr if castle window isn't opened
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@ -185,8 +184,8 @@ public: // public interface for use by client via LOCPLINT access
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void showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2);
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void showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes);
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void waitWhileDialog(bool unlockPim = true);
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void waitForAllDialogs(bool unlockPim = true);
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void waitWhileDialog();
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void waitForAllDialogs();
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void openTownWindow(const CGTownInstance * town); //shows townscreen
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void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
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@ -90,7 +90,7 @@ template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
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public:
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bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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T * ptr = static_cast<T *>(pack);
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ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
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@ -296,7 +296,7 @@ void CServerHandler::applyPacksOnLobbyScreen()
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boost::unique_lock<boost::recursive_mutex> lock(*mx);
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while(!packsForLobbyScreen.empty())
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{
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boost::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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CPackForLobby * pack = packsForLobbyScreen.front();
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packsForLobbyScreen.pop_front();
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CBaseForLobbyApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
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@ -614,8 +614,6 @@ void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
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void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
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{
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setThreadName("startGameplay");
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if(CMM)
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CMM->disable();
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client = new CClient();
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@ -367,7 +367,6 @@ void CClient::endGame()
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GH.curInt = nullptr;
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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logNetwork->info("Ending current game!");
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removeGUI();
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@ -499,8 +498,6 @@ std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman)
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void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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playerint[color] = gameInterface;
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logGlobal->trace("\tInitializing the interface for player %s", color.toString());
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@ -513,8 +510,6 @@ void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInte
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void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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battleints[color] = battleInterface;
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if(needCallback)
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@ -531,7 +526,7 @@ void CClient::handlePack(CPack * pack)
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CBaseForCLApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
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if(apply)
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{
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boost::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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apply->applyOnClBefore(this, pack);
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logNetwork->trace("\tMade first apply on cl: %s", typeList.getTypeInfo(pack)->name());
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gs->apply(pack);
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@ -614,7 +609,6 @@ void CClient::battleStarted(const BattleInfo * info)
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{
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if(att || def)
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
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}
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else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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@ -622,7 +616,6 @@ void CClient::battleStarted(const BattleInfo * info)
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//TODO: This certainly need improvement
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auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
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spectratorInt->cb->onBattleStarted(info);
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
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}
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}
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@ -648,15 +641,17 @@ void CClient::battleFinished(const BattleID & battleID)
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void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
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{
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assert(vstd::contains(battleints, color));
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auto battleint = battleints.at(color);
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if(vstd::contains(battleints, color))
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if (!battleint->human)
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{
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// we want to avoid locking gamestate and causing UI to freeze while AI is making turn
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auto unlock = vstd::makeUnlockGuardIf(*CPlayerInterface::pim, !battleints[color]->human);
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assert(vstd::contains(battleints, color));
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battleints[color]->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
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}
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else
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{
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battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
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}
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}
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@ -74,7 +74,8 @@ void ClientCommandManager::handleGoSoloCommand()
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{
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Settings session = settings.write["session"];
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if(!CSH->client)
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{
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printCommandMessage("Game is not in playing state");
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@ -120,7 +121,8 @@ void ClientCommandManager::handleControlaiCommand(std::istringstream& singleWord
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singleWordBuffer >> colorName;
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boost::to_lower(colorName);
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if(!CSH->client)
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{
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printCommandMessage("Game is not in playing state");
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@ -416,14 +418,6 @@ void ClientCommandManager::handleSetCommand(std::istringstream& singleWordBuffer
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}
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}
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void ClientCommandManager::handleUnlockCommand(std::istringstream& singleWordBuffer)
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{
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std::string mxname;
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singleWordBuffer >> mxname;
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if(mxname == "pim" && LOCPLINT)
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LOCPLINT->pim->unlock();
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}
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void ClientCommandManager::handleCrashCommand()
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{
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int* ptr = nullptr;
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@ -460,7 +454,7 @@ void ClientCommandManager::printCommandMessage(const std::string &commandMessage
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if(currentCallFromIngameConsole)
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if(LOCPLINT && LOCPLINT->cingconsole)
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{
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LOCPLINT->cingconsole->print(commandMessage);
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@ -547,9 +541,6 @@ void ClientCommandManager::processCommand(const std::string & message, bool call
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else if (commandName == "set")
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handleSetCommand(singleWordBuffer);
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else if(commandName == "unlock")
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handleUnlockCommand(singleWordBuffer);
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else if(commandName == "crash")
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handleCrashCommand();
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@ -78,9 +78,6 @@ class ClientCommandManager //take mantis #2292 issue about account if thinking a
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// set <command> <on/off> - sets special temporary settings that reset on game quit.
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void handleSetCommand(std::istringstream& singleWordBuffer);
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// Unlocks specific mutex known in VCMI code as "pim"
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void handleUnlockCommand(std::istringstream& singleWordBuffer);
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// Crashes the game forcing an exception
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void handleCrashCommand();
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@ -106,7 +106,6 @@ void BattleInterface::playIntroSoundAndUnlockInterface()
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{
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auto onIntroPlayed = [this]()
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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if(LOCPLINT->battleInt)
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onIntroSoundPlayed();
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};
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@ -781,7 +780,7 @@ void BattleInterface::onAnimationsFinished()
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void BattleInterface::waitForAnimations()
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{
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{
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auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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ongoingAnimationsState.waitUntil(false);
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}
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@ -113,32 +113,41 @@ bool InputHandler::ignoreEventsUntilInput()
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void InputHandler::preprocessEvent(const SDL_Event & ev)
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{
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if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
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if(ev.type == SDL_QUIT)
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{
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#ifdef VCMI_ANDROID
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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handleQuit(false);
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#else
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handleQuit();
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#endif
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return;
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}
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#ifdef VCMI_ANDROID
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else if (ev.type == SDL_KEYDOWN && ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK)
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else if(ev.type == SDL_KEYDOWN)
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{
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handleQuit(true);
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}
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#endif
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else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
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{
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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Settings full = settings.write["video"]["fullscreen"];
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full->Bool() = !full->Bool();
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if(ev.key.keysym.sym == SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT))
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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handleQuit(true);
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return;
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}
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GH.onScreenResize();
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return;
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if(ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK)
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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handleQuit(true);
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return;
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}
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if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym == SDLK_F4)
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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Settings full = settings.write["video"]["fullscreen"];
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full->Bool() = !full->Bool();
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GH.onScreenResize();
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return;
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}
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}
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else if(ev.type == SDL_USEREVENT)
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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handleUserEvent(ev.user);
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return;
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@ -149,21 +158,27 @@ void InputHandler::preprocessEvent(const SDL_Event & ev)
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case SDL_WINDOWEVENT_RESTORED:
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#ifndef VCMI_IOS
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{
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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GH.onScreenResize();
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}
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#endif
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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if(settings["general"]["enableUiEnhancements"].Bool()) {
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CCS->musich->setVolume(settings["general"]["music"].Integer());
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CCS->soundh->setVolume(settings["general"]["sound"].Integer());
|
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{
|
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if(settings["general"]["enableUiEnhancements"].Bool()) {
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CCS->musich->setVolume(settings["general"]["music"].Integer());
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CCS->soundh->setVolume(settings["general"]["sound"].Integer());
|
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}
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}
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
|
||||
if(settings["general"]["enableUiEnhancements"].Bool()) {
|
||||
CCS->musich->setVolume(0);
|
||||
CCS->soundh->setVolume(0);
|
||||
{
|
||||
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
|
||||
if(settings["general"]["enableUiEnhancements"].Bool()) {
|
||||
CCS->musich->setVolume(0);
|
||||
CCS->soundh->setVolume(0);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -171,6 +186,7 @@ void InputHandler::preprocessEvent(const SDL_Event & ev)
|
||||
}
|
||||
else if(ev.type == SDL_SYSWMEVENT)
|
||||
{
|
||||
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
|
||||
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
|
||||
{
|
||||
NotificationHandler::handleSdlEvent(ev);
|
||||
@ -180,6 +196,7 @@ void InputHandler::preprocessEvent(const SDL_Event & ev)
|
||||
//preprocessing
|
||||
if(ev.type == SDL_MOUSEMOTION)
|
||||
{
|
||||
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
|
||||
if (CCS && CCS->curh)
|
||||
CCS->curh->cursorMove(ev.motion.x, ev.motion.y);
|
||||
}
|
||||
|
@ -95,8 +95,6 @@ void CGuiHandler::handleEvents()
|
||||
void CGuiHandler::fakeMouseMove()
|
||||
{
|
||||
dispatchMainThread([](){
|
||||
assert(CPlayerInterface::pim);
|
||||
boost::unique_lock lock(*CPlayerInterface::pim);
|
||||
GH.events().dispatchMouseMoved(Point(0, 0), GH.getCursorPosition());
|
||||
});
|
||||
}
|
||||
@ -114,7 +112,7 @@ void CGuiHandler::stopTextInput()
|
||||
void CGuiHandler::renderFrame()
|
||||
{
|
||||
{
|
||||
boost::recursive_mutex::scoped_lock un(*CPlayerInterface::pim);
|
||||
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
|
||||
|
||||
if(nullptr != curInt)
|
||||
curInt->update();
|
||||
|
@ -48,6 +48,8 @@ private:
|
||||
std::unique_ptr<InputHandler> inputHandlerInstance;
|
||||
|
||||
public:
|
||||
boost::mutex interfaceMutex;
|
||||
|
||||
/// returns current position of mouse cursor, relative to vcmi window
|
||||
const Point & getCursorPosition() const;
|
||||
|
||||
|
@ -304,8 +304,6 @@ CMainMenu::CMainMenu()
|
||||
|
||||
CMainMenu::~CMainMenu()
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
|
||||
|
||||
if(GH.curInt == this)
|
||||
GH.curInt = nullptr;
|
||||
}
|
||||
|
@ -15,6 +15,7 @@
|
||||
#include "../CCallback.h"
|
||||
#include "../CGameInfo.h"
|
||||
#include "../CPlayerInterface.h"
|
||||
#include "../gui/CGuiHandler.h"
|
||||
|
||||
#include "../../lib/CGeneralTextHandler.h"
|
||||
#include "../../lib/TerrainHandler.h"
|
||||
@ -37,7 +38,7 @@ void CMapHandler::waitForOngoingAnimations()
|
||||
{
|
||||
while(CGI->mh->hasOngoingAnimations())
|
||||
{
|
||||
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
|
||||
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
|
||||
boost::this_thread::sleep_for(boost::chrono::milliseconds(1));
|
||||
}
|
||||
}
|
||||
|
@ -287,6 +287,7 @@ bool ArtifactUtilsClient::askToAssemble(const CGHeroInstance * hero, const Artif
|
||||
{
|
||||
auto askThread = new boost::thread([hero, art, slot, assemblyPossibilities]() -> void
|
||||
{
|
||||
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
|
||||
for(const auto combinedArt : assemblyPossibilities)
|
||||
{
|
||||
bool assembleConfirmed = false;
|
||||
@ -294,7 +295,7 @@ bool ArtifactUtilsClient::askToAssemble(const CGHeroInstance * hero, const Artif
|
||||
onYesHandlers += std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), hero, slot, true, combinedArt->getId());
|
||||
|
||||
LOCPLINT->showArtifactAssemblyDialog(art->artType, combinedArt, onYesHandlers);
|
||||
LOCPLINT->waitWhileDialog(false);
|
||||
LOCPLINT->waitWhileDialog();
|
||||
if(assembleConfirmed)
|
||||
break;
|
||||
}
|
||||
|
@ -289,7 +289,6 @@ void GeneralOptionsTab::setGameResolution(int index)
|
||||
widget<CLabel>("resolutionLabel")->setText(resolutionToLabelString(resolution.x, resolution.y));
|
||||
|
||||
GH.dispatchMainThread([](){
|
||||
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
|
||||
GH.onScreenResize();
|
||||
});
|
||||
}
|
||||
@ -314,7 +313,6 @@ void GeneralOptionsTab::setFullscreenMode(bool on, bool exclusive)
|
||||
updateResolutionSelector();
|
||||
|
||||
GH.dispatchMainThread([](){
|
||||
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
|
||||
GH.onScreenResize();
|
||||
});
|
||||
}
|
||||
@ -374,7 +372,6 @@ void GeneralOptionsTab::setGameScaling(int index)
|
||||
widget<CLabel>("scalingLabel")->setText(scalingToLabelString(scaling));
|
||||
|
||||
GH.dispatchMainThread([](){
|
||||
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
|
||||
GH.onScreenResize();
|
||||
});
|
||||
}
|
||||
|
@ -131,6 +131,5 @@ Below a list of supported commands, with their arguments wrapped in `<>`
|
||||
`activate <0/1/2>` - activate game windows (no current use, apparently broken long ago)
|
||||
`redraw` - force full graphical redraw
|
||||
`screen` - show value of screenBuf variable, which prints "screen" when adventure map has current focus, "screen2" otherwise, and dumps values of both screen surfaces to .bmp files
|
||||
`unlock pim` - unlocks specific mutex known in VCMI code as "pim"
|
||||
`not dialog` - set the state indicating if dialog box is active to "no"
|
||||
`tell hs <hero ID> <artifact slot ID>` - write what artifact is present on artifact slot with specified ID for hero with specified ID. (must be called during gameplay)
|
||||
|
Loading…
Reference in New Issue
Block a user