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Made player interface tolerant to active stack removal.
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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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