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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Fix pthread_mutex_lock abort() in requestActionASAP impl

This commit is contained in:
Vadim Markovtsev 2015-10-31 18:04:06 +03:00
parent 68cc860133
commit fa8a282696
5 changed files with 54 additions and 47 deletions

View File

@ -822,7 +822,7 @@ void VCAI::makeTurnInternal()
{
if (h->movement)
logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
}
}
}
catch(boost::thread_interrupted &e)
{
@ -891,7 +891,7 @@ bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * sourc
const CArmedInstance *armies[] = {army, source};
//we calculate total strength for each creature type available in armies
std::map<const CCreature*, int> creToPower;
for(auto armyPtr : armies)
@ -988,7 +988,7 @@ void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance *
}
void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
{
{
auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
{
bool changeMade = false;
@ -2059,7 +2059,7 @@ void VCAI::tryRealize(Goals::CollectRes & g)
cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
return;
}
}
throw cannotFulfillGoalException("I cannot get needed resources by trade!");
}
@ -2277,7 +2277,7 @@ Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool on
completeGoal (goal);
//completed goal was main goal //TODO: find better condition
if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
return sptr(Goals::Invalid());
return sptr(Goals::Invalid());
}
catch(std::exception &e)
{
@ -2530,7 +2530,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
//logAi->debugStream() << "Looking for an another place for exploration...";
SectorMap sm(h);
int radius = h->getSightRadious();
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
tiles.resize(radius);
@ -2660,19 +2660,13 @@ void VCAI::finish()
void VCAI::requestActionASAP(std::function<void()> whatToDo)
{
// static boost::mutex m;
// boost::unique_lock<boost::mutex> mylock(m);
boost::barrier b(2);
boost::thread newThread([&b,this,whatToDo]()
boost::thread newThread([this, whatToDo]()
{
setThreadName("VCAI::requestActionASAP::helper");
setThreadName("VCAI::requestActionASAP::whatToDo");
SET_GLOBAL_STATE(this);
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
b.wait();
whatToDo();
});
b.wait();
}
void VCAI::lostHero(HeroPtr h)
@ -2867,8 +2861,8 @@ void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
objectsBeingVisited.push_back(obj);
else
{
// There can be more than one object visited at the time (eg. hero visits Subterranean Gate
// causing visit to hero on the other side.
// There can be more than one object visited at the time (eg. hero visits Subterranean Gate
// causing visit to hero on the other side.
// However, we are guaranteed that start/end visit notification maintain stack order.
assert(!objectsBeingVisited.empty());
objectsBeingVisited.pop_back();
@ -2980,7 +2974,7 @@ void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
s.embarkmentPoints.push_back(neighPos);
}
});
if(t->visitable)
{
auto obj = t->visitableObjects.front();
@ -3036,7 +3030,7 @@ bool isWeeklyRevisitable (const CGObjectInstance * obj)
bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
{
switch (obj->ID)
{
{
case Obj::TOWN:
case Obj::HERO: //never visit our heroes at random
return obj->tempOwner != h->tempOwner; //do not visit our towns at random
@ -3087,7 +3081,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
return canRecruitCreatures;
}
case Obj::HILL_FORT:
{
{
for (auto slot : h->Slots())
{
if (slot.second->type->upgrades.size())
@ -3386,7 +3380,7 @@ void SectorMap::makeParentBFS(crint3 source)
ui8 &sec = retreiveTile(curPos);
assert(sec == mySector); //consider only tiles from the same sector
UNUSED(sec);
foreach_neighbour(curPos, [&](crint3 neighPos)
{
if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
@ -3405,4 +3399,3 @@ unsigned char & SectorMap::retreiveTile(crint3 pos)
{
return retreiveTileN(sector, pos);
}

View File

@ -5688,7 +5688,7 @@ bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
{
if(dynamic_cast<const PlayerMessage*>(pack))
if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
return false;
auto query = queries.topQuery(player);
@ -5826,7 +5826,7 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleI
auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
if (warMachine != ArtifactID::NONE)
{
auto hero = dynamic_cast<const CGHeroInstance*> (army);
auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
if (hero)
removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
}

View File

@ -86,8 +86,8 @@ void CPregameServer::handleConnection(CConnection *cpc)
logNetwork->infoStream() << "Got package to announce " << typeid(*cpfs).name() << " from " << *cpc;
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
bool quitting = dynamic_cast<QuitMenuWithoutStarting*>(cpfs),
startingGame = dynamic_cast<StartWithCurrentSettings*>(cpfs);
bool quitting = dynamic_ptr_cast<QuitMenuWithoutStarting>(cpfs),
startingGame = dynamic_ptr_cast<StartWithCurrentSettings>(cpfs);
if(quitting || startingGame) //host leaves main menu or wants to start game -> we end
{
cpc->receivedStop = true;
@ -258,11 +258,11 @@ void CPregameServer::sendPack(CConnection * pc, const CPackForSelectionScreen &
*pc << &pack;
}
if(dynamic_cast<const QuitMenuWithoutStarting*>(&pack))
if(dynamic_ptr_cast<QuitMenuWithoutStarting>(&pack))
{
pc->sendStop = true;
}
else if(dynamic_cast<const StartWithCurrentSettings*>(&pack))
else if(dynamic_ptr_cast<StartWithCurrentSettings>(&pack))
{
pc->sendStop = true;
}
@ -270,25 +270,25 @@ void CPregameServer::sendPack(CConnection * pc, const CPackForSelectionScreen &
void CPregameServer::processPack(CPackForSelectionScreen * pack)
{
if(dynamic_cast<CPregamePackToHost*>(pack))
if(dynamic_ptr_cast<CPregamePackToHost>(pack))
{
sendPack(host, *pack);
}
else if(SelectMap *sm = dynamic_cast<SelectMap*>(pack))
else if(SelectMap *sm = dynamic_ptr_cast<SelectMap>(pack))
{
vstd::clear_pointer(curmap);
curmap = sm->mapInfo;
sm->free = false;
announcePack(*pack);
}
else if(UpdateStartOptions *uso = dynamic_cast<UpdateStartOptions*>(pack))
else if(UpdateStartOptions *uso = dynamic_ptr_cast<UpdateStartOptions>(pack))
{
vstd::clear_pointer(curStartInfo);
curStartInfo = uso->options;
uso->free = false;
announcePack(*pack);
}
else if(dynamic_cast<const StartWithCurrentSettings*>(pack))
else if(dynamic_ptr_cast<StartWithCurrentSettings>(pack))
{
state = ENDING_AND_STARTING_GAME;
announcePack(*pack);
@ -307,7 +307,7 @@ void CPregameServer::initConnection(CConnection *c)
}
void CPregameServer::startListeningThread(CConnection * pc)
{
{
listeningThreads++;
pc->enterPregameConnectionMode();
pc->handler = new boost::thread(&CPregameServer::handleConnection, this, pc);
@ -355,7 +355,7 @@ void CVCMIServer::newGame()
{
CConnection &c = *firstConnection;
ui8 clients;
c >> clients; //how many clients should be connected
c >> clients; //how many clients should be connected
assert(clients == 1); //multi goes now by newPregame, TODO: custom lobbies
CGameHandler *gh = initGhFromHostingConnection(c);
@ -469,14 +469,14 @@ void CVCMIServer::loadGame()
// char sig[8];
// CMapHeader dum;
// StartInfo *si;
//
//
// CLoadFile lf(CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::LIB_SAVEGAME)));
// lf >> sig >> dum >> si;
// logNetwork->infoStream() <<"Reading save signature";
//
//
// lf >> *VLC;
// logNetwork->infoStream() <<"Reading handlers";
//
//
// lf >> (gh.gs);
// c.addStdVecItems(gh.gs);
// logNetwork->infoStream() <<"Reading gamestate";
@ -493,7 +493,7 @@ void CVCMIServer::loadGame()
CConnection* cc; //tcp::socket * ss;
for(int i=0; i<clients; i++)
{
if(!i)
if(!i)
{
cc = &c;
}
@ -508,7 +508,7 @@ void CVCMIServer::loadGame()
continue;
}
cc = new CConnection(s,NAME);
}
}
gh.conns.insert(cc);
}
@ -531,7 +531,7 @@ static void handleCommandOptions(int argc, char *argv[])
{
po::store(po::parse_command_line(argc, argv, opts), cmdLineOptions);
}
catch(std::exception &e)
catch(std::exception &e)
{
std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
}

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@ -89,7 +89,7 @@ bool MoveHero::applyGh( CGameHandler *gh )
bool CastleTeleportHero::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
return gh->teleportHero(hid,dest,source,gh->getPlayerAt(c));
}
@ -126,7 +126,7 @@ bool GarrisonHeroSwap::applyGh( CGameHandler *gh )
{
const CGTownInstance * town = gh->getTown(tid);
if (!PLAYER_OWNS(tid) && !( town->garrisonHero && PLAYER_OWNS(town->garrisonHero->id) ) )
ERROR_AND_RETURN;//neither town nor garrisoned hero (if present) is ours
ERROR_AND_RETURN;//neither town nor garrisoned hero (if present) is ours
return gh->garrisonSwap(tid);
}
@ -201,7 +201,7 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
}
bool SetFormation::applyGh( CGameHandler *gh )
{
{
ERROR_IF_NOT_OWNS(hid);
return gh->setFormation(hid,formation);
}
@ -209,7 +209,7 @@ bool SetFormation::applyGh( CGameHandler *gh )
bool HireHero::applyGh( CGameHandler *gh )
{
const CGObjectInstance *obj = gh->getObj(tid);
const CGTownInstance *town = dynamic_cast<const CGTownInstance *>(obj);
const CGTownInstance *town = dynamic_ptr_cast<CGTownInstance>(obj);
if(town && PlayerRelations::ENEMIES == gh->getPlayerRelations(obj->tempOwner, gh->getPlayerAt(c)))
COMPLAIN_AND_RETURN("Can't buy hero in enemy town!");
@ -240,16 +240,16 @@ bool MakeAction::applyGh( CGameHandler *gh )
{
const BattleInfo *b = GS(gh)->curB;
if(!b) ERROR_AND_RETURN;
if(b->tacticDistance)
{
if(ba.actionType != Battle::WALK && ba.actionType != Battle::END_TACTIC_PHASE
if(ba.actionType != Battle::WALK && ba.actionType != Battle::END_TACTIC_PHASE
&& ba.actionType != Battle::RETREAT && ba.actionType != Battle::SURRENDER)
ERROR_AND_RETURN;
if(gh->connections[b->sides[b->tacticsSide].color] != c)
if(gh->connections[b->sides[b->tacticsSide].color] != c)
ERROR_AND_RETURN;
}
else if(gh->connections[b->battleGetStackByID(b->activeStack)->owner] != c)
else if(gh->connections[b->battleGetStackByID(b->activeStack)->owner] != c)
ERROR_AND_RETURN;
return gh->makeBattleAction(ba);

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@ -22,3 +22,17 @@ inline const T * dynamic_ptr_cast(const F * ptr)
return nullptr;
#endif
}
template<class T, class F>
inline T * dynamic_ptr_cast(F * ptr)
{
#ifndef __APPLE__
return dynamic_cast<T*>(ptr);
#else
if (!strcmp(typeid(*ptr).name(), typeid(T).name()))
{
return static_cast<T*>(ptr);
}
return nullptr;
#endif
}