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Made player interface tolerant to active stack removal.
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d042b08682
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@ -772,7 +772,8 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
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{
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THREAD_CREATED_BY_CLIENT;
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logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
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auto stackId = stack->ID;
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auto stackName = stack->nodeName();
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if(autofightingAI)
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{
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if(isAutoFightOn)
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@ -806,17 +807,27 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
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while(!b->givenCommand->data)
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{
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b->givenCommand->cond.wait(lock);
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if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell)
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if(!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
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throw boost::thread_interrupted(); //will shut the thread peacefully
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}
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//tidy up
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BattleAction ret = *(b->givenCommand->data);
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//todo: remove this evil hack
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//dirty evil hack...
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//if active stack was changed, new thread was started for new active stack but we will receive notification too
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//we need check that givenCommand is for our stack (use ID as stack object may be even destroyed)
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if(stackId != ret.stackNumber)
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{
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logGlobal->traceStream() << "Interrupted command for " << stackName;
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throw boost::thread_interrupted();
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}
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delete b->givenCommand->data;
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b->givenCommand->data = nullptr;
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//return command
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logGlobal->traceStream() << "Giving command for " << stack->nodeName();
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logGlobal->traceStream() << "Giving command for " << stackName;
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return ret;
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}
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@ -750,7 +750,7 @@ void CatapultAttack::applyCl( CClient *cl )
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleCatapultAttacked, *this);
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}
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void BattleStacksRemoved::applyCl( CClient *cl )
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void BattleStacksRemoved::applyFirstCl(CClient * cl)
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{
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//inform interfaces about removed stacks
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksRemoved, *this);
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@ -1005,11 +1005,17 @@ void CBattleInterface::newStack(const CStack * stack)
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void CBattleInterface::stackRemoved(int stackID)
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{
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if(activeStack != nullptr)
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{
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if(activeStack->ID == stackID)
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{
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setActiveStack(nullptr);
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}
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}
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delete creAnims[stackID];
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creAnims.erase(stackID);
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creDir.erase(stackID);
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//FIXME: what if currently removed stack is active one (Sacrifice)?
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redrawBackgroundWithHexes(activeStack);
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queue->update();
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}
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@ -1604,7 +1604,7 @@ struct BattleStacksRemoved : public CPackForClient //3016
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BattleStacksRemoved(){type = 3016;}
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DLL_LINKAGE void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
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void applyFirstCl(CClient *cl);//inform client before stack objects are destroyed
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std::set<ui32> stackIDs; //IDs of removed stacks
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@ -609,7 +609,7 @@ void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, co
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}
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BattleSetActiveStack sas;
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sas.stack = stackToActivate->ID;
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env->sendAndApply(&sas);
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//env->sendAndApply(&sas);
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}
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BattleStacksRemoved bsr;
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bsr.stackIDs.insert(victim->ID);
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@ -5452,6 +5452,8 @@ void CGameHandler::runBattle()
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return true;
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if(battleResult.get())// battle is finished
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return true;
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if(next == nullptr)//active stack was been removed
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return true;
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return !next->alive();//active stack is dead
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};
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