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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Fix pthread_mutex_lock abort() in requestActionASAP impl
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68cc860133
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fa8a282696
@ -822,7 +822,7 @@ void VCAI::makeTurnInternal()
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{
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if (h->movement)
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logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
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}
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}
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}
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catch(boost::thread_interrupted &e)
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{
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@ -891,7 +891,7 @@ bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * sourc
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const CArmedInstance *armies[] = {army, source};
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//we calculate total strength for each creature type available in armies
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std::map<const CCreature*, int> creToPower;
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for(auto armyPtr : armies)
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@ -988,7 +988,7 @@ void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance *
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}
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void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
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{
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{
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auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
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{
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bool changeMade = false;
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@ -2059,7 +2059,7 @@ void VCAI::tryRealize(Goals::CollectRes & g)
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cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
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if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
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return;
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}
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}
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throw cannotFulfillGoalException("I cannot get needed resources by trade!");
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}
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@ -2277,7 +2277,7 @@ Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool on
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completeGoal (goal);
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//completed goal was main goal //TODO: find better condition
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if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
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return sptr(Goals::Invalid());
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return sptr(Goals::Invalid());
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}
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catch(std::exception &e)
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{
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@ -2530,7 +2530,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
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//logAi->debugStream() << "Looking for an another place for exploration...";
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SectorMap sm(h);
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int radius = h->getSightRadious();
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std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
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tiles.resize(radius);
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@ -2660,19 +2660,13 @@ void VCAI::finish()
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void VCAI::requestActionASAP(std::function<void()> whatToDo)
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{
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// static boost::mutex m;
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// boost::unique_lock<boost::mutex> mylock(m);
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boost::barrier b(2);
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boost::thread newThread([&b,this,whatToDo]()
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boost::thread newThread([this, whatToDo]()
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{
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setThreadName("VCAI::requestActionASAP::helper");
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setThreadName("VCAI::requestActionASAP::whatToDo");
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SET_GLOBAL_STATE(this);
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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b.wait();
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whatToDo();
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});
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b.wait();
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}
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void VCAI::lostHero(HeroPtr h)
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@ -2867,8 +2861,8 @@ void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
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objectsBeingVisited.push_back(obj);
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else
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{
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// There can be more than one object visited at the time (eg. hero visits Subterranean Gate
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// causing visit to hero on the other side.
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// There can be more than one object visited at the time (eg. hero visits Subterranean Gate
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// causing visit to hero on the other side.
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// However, we are guaranteed that start/end visit notification maintain stack order.
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assert(!objectsBeingVisited.empty());
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objectsBeingVisited.pop_back();
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@ -2980,7 +2974,7 @@ void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
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s.embarkmentPoints.push_back(neighPos);
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}
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});
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if(t->visitable)
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{
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auto obj = t->visitableObjects.front();
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@ -3036,7 +3030,7 @@ bool isWeeklyRevisitable (const CGObjectInstance * obj)
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bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
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{
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switch (obj->ID)
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{
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{
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case Obj::TOWN:
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case Obj::HERO: //never visit our heroes at random
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return obj->tempOwner != h->tempOwner; //do not visit our towns at random
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@ -3087,7 +3081,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
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return canRecruitCreatures;
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}
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case Obj::HILL_FORT:
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{
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{
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for (auto slot : h->Slots())
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{
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if (slot.second->type->upgrades.size())
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@ -3386,7 +3380,7 @@ void SectorMap::makeParentBFS(crint3 source)
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ui8 &sec = retreiveTile(curPos);
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assert(sec == mySector); //consider only tiles from the same sector
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UNUSED(sec);
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foreach_neighbour(curPos, [&](crint3 neighPos)
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{
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if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
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@ -3405,4 +3399,3 @@ unsigned char & SectorMap::retreiveTile(crint3 pos)
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{
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return retreiveTileN(sector, pos);
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}
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@ -5688,7 +5688,7 @@ bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
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bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
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{
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if(dynamic_cast<const PlayerMessage*>(pack))
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if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
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return false;
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auto query = queries.topQuery(player);
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@ -5826,7 +5826,7 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleI
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auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
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if (warMachine != ArtifactID::NONE)
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{
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auto hero = dynamic_cast<const CGHeroInstance*> (army);
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auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
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if (hero)
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removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
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}
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@ -86,8 +86,8 @@ void CPregameServer::handleConnection(CConnection *cpc)
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logNetwork->infoStream() << "Got package to announce " << typeid(*cpfs).name() << " from " << *cpc;
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boost::unique_lock<boost::recursive_mutex> queueLock(mx);
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bool quitting = dynamic_cast<QuitMenuWithoutStarting*>(cpfs),
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startingGame = dynamic_cast<StartWithCurrentSettings*>(cpfs);
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bool quitting = dynamic_ptr_cast<QuitMenuWithoutStarting>(cpfs),
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startingGame = dynamic_ptr_cast<StartWithCurrentSettings>(cpfs);
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if(quitting || startingGame) //host leaves main menu or wants to start game -> we end
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{
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cpc->receivedStop = true;
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@ -258,11 +258,11 @@ void CPregameServer::sendPack(CConnection * pc, const CPackForSelectionScreen &
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*pc << &pack;
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}
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if(dynamic_cast<const QuitMenuWithoutStarting*>(&pack))
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if(dynamic_ptr_cast<QuitMenuWithoutStarting>(&pack))
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{
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pc->sendStop = true;
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}
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else if(dynamic_cast<const StartWithCurrentSettings*>(&pack))
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else if(dynamic_ptr_cast<StartWithCurrentSettings>(&pack))
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{
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pc->sendStop = true;
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}
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@ -270,25 +270,25 @@ void CPregameServer::sendPack(CConnection * pc, const CPackForSelectionScreen &
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void CPregameServer::processPack(CPackForSelectionScreen * pack)
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{
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if(dynamic_cast<CPregamePackToHost*>(pack))
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if(dynamic_ptr_cast<CPregamePackToHost>(pack))
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{
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sendPack(host, *pack);
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}
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else if(SelectMap *sm = dynamic_cast<SelectMap*>(pack))
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else if(SelectMap *sm = dynamic_ptr_cast<SelectMap>(pack))
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{
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vstd::clear_pointer(curmap);
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curmap = sm->mapInfo;
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sm->free = false;
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announcePack(*pack);
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}
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else if(UpdateStartOptions *uso = dynamic_cast<UpdateStartOptions*>(pack))
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else if(UpdateStartOptions *uso = dynamic_ptr_cast<UpdateStartOptions>(pack))
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{
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vstd::clear_pointer(curStartInfo);
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curStartInfo = uso->options;
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uso->free = false;
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announcePack(*pack);
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}
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else if(dynamic_cast<const StartWithCurrentSettings*>(pack))
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else if(dynamic_ptr_cast<StartWithCurrentSettings>(pack))
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{
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state = ENDING_AND_STARTING_GAME;
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announcePack(*pack);
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@ -307,7 +307,7 @@ void CPregameServer::initConnection(CConnection *c)
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}
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void CPregameServer::startListeningThread(CConnection * pc)
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{
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{
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listeningThreads++;
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pc->enterPregameConnectionMode();
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pc->handler = new boost::thread(&CPregameServer::handleConnection, this, pc);
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@ -355,7 +355,7 @@ void CVCMIServer::newGame()
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{
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CConnection &c = *firstConnection;
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ui8 clients;
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c >> clients; //how many clients should be connected
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c >> clients; //how many clients should be connected
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assert(clients == 1); //multi goes now by newPregame, TODO: custom lobbies
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CGameHandler *gh = initGhFromHostingConnection(c);
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@ -469,14 +469,14 @@ void CVCMIServer::loadGame()
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// char sig[8];
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// CMapHeader dum;
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// StartInfo *si;
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//
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//
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// CLoadFile lf(CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::LIB_SAVEGAME)));
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// lf >> sig >> dum >> si;
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// logNetwork->infoStream() <<"Reading save signature";
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//
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//
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// lf >> *VLC;
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// logNetwork->infoStream() <<"Reading handlers";
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//
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//
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// lf >> (gh.gs);
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// c.addStdVecItems(gh.gs);
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// logNetwork->infoStream() <<"Reading gamestate";
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@ -493,7 +493,7 @@ void CVCMIServer::loadGame()
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CConnection* cc; //tcp::socket * ss;
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for(int i=0; i<clients; i++)
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{
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if(!i)
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if(!i)
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{
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cc = &c;
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}
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@ -508,7 +508,7 @@ void CVCMIServer::loadGame()
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continue;
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}
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cc = new CConnection(s,NAME);
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}
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}
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gh.conns.insert(cc);
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}
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@ -531,7 +531,7 @@ static void handleCommandOptions(int argc, char *argv[])
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{
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po::store(po::parse_command_line(argc, argv, opts), cmdLineOptions);
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}
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catch(std::exception &e)
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catch(std::exception &e)
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{
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std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
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}
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@ -89,7 +89,7 @@ bool MoveHero::applyGh( CGameHandler *gh )
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bool CastleTeleportHero::applyGh( CGameHandler *gh )
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{
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ERROR_IF_NOT_OWNS(hid);
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return gh->teleportHero(hid,dest,source,gh->getPlayerAt(c));
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}
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@ -126,7 +126,7 @@ bool GarrisonHeroSwap::applyGh( CGameHandler *gh )
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{
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const CGTownInstance * town = gh->getTown(tid);
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if (!PLAYER_OWNS(tid) && !( town->garrisonHero && PLAYER_OWNS(town->garrisonHero->id) ) )
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ERROR_AND_RETURN;//neither town nor garrisoned hero (if present) is ours
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ERROR_AND_RETURN;//neither town nor garrisoned hero (if present) is ours
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return gh->garrisonSwap(tid);
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}
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@ -201,7 +201,7 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
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}
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bool SetFormation::applyGh( CGameHandler *gh )
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{
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{
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ERROR_IF_NOT_OWNS(hid);
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return gh->setFormation(hid,formation);
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}
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@ -209,7 +209,7 @@ bool SetFormation::applyGh( CGameHandler *gh )
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bool HireHero::applyGh( CGameHandler *gh )
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{
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const CGObjectInstance *obj = gh->getObj(tid);
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const CGTownInstance *town = dynamic_cast<const CGTownInstance *>(obj);
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const CGTownInstance *town = dynamic_ptr_cast<CGTownInstance>(obj);
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if(town && PlayerRelations::ENEMIES == gh->getPlayerRelations(obj->tempOwner, gh->getPlayerAt(c)))
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COMPLAIN_AND_RETURN("Can't buy hero in enemy town!");
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@ -240,16 +240,16 @@ bool MakeAction::applyGh( CGameHandler *gh )
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{
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const BattleInfo *b = GS(gh)->curB;
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if(!b) ERROR_AND_RETURN;
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if(b->tacticDistance)
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{
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if(ba.actionType != Battle::WALK && ba.actionType != Battle::END_TACTIC_PHASE
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if(ba.actionType != Battle::WALK && ba.actionType != Battle::END_TACTIC_PHASE
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&& ba.actionType != Battle::RETREAT && ba.actionType != Battle::SURRENDER)
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ERROR_AND_RETURN;
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if(gh->connections[b->sides[b->tacticsSide].color] != c)
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if(gh->connections[b->sides[b->tacticsSide].color] != c)
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ERROR_AND_RETURN;
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}
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else if(gh->connections[b->battleGetStackByID(b->activeStack)->owner] != c)
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else if(gh->connections[b->battleGetStackByID(b->activeStack)->owner] != c)
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ERROR_AND_RETURN;
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return gh->makeBattleAction(ba);
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@ -22,3 +22,17 @@ inline const T * dynamic_ptr_cast(const F * ptr)
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return nullptr;
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#endif
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}
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template<class T, class F>
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inline T * dynamic_ptr_cast(F * ptr)
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{
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#ifndef __APPLE__
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return dynamic_cast<T*>(ptr);
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#else
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if (!strcmp(typeid(*ptr).name(), typeid(T).name()))
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{
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return static_cast<T*>(ptr);
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}
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return nullptr;
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#endif
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}
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