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9bfe000724
Currently closing game while network thread is waiting for something is very bug-prone, since network thread may resume during shutdown and access partially destroyed client state. Now if exit has been requested, the very first step would be semi- graceful shutdown of network thread (via exception throwing). This may in theory skip some cleanup in non-RAII code, but since game is shutting down this does not matters much. This logic applies to: - shutting down while network thread is waiting for dialogs - shuttind down while network thread waiting for animations in combat
78 lines
1.2 KiB
C++
78 lines
1.2 KiB
C++
/*
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* ConditionalWait.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <condition_variable>
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VCMI_LIB_NAMESPACE_BEGIN
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class TerminationRequestedException : public std::exception
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{
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public:
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using exception::exception;
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const char* what() const noexcept override
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{
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return "Thread termination requested";
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}
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};
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class ConditionalWait
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{
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bool isBusyValue = false;
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bool isTerminating = false;
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std::condition_variable cond;
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std::mutex mx;
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void set(bool value)
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{
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boost::unique_lock<std::mutex> lock(mx);
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isBusyValue = value;
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}
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public:
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ConditionalWait() = default;
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void setBusy()
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{
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set(true);
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}
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void setFree()
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{
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set(false);
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cond.notify_all();
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}
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void requestTermination()
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{
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isTerminating = true;
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setFree();
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}
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bool isBusy()
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{
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std::unique_lock<std::mutex> lock(mx);
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return isBusyValue;
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}
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void waitWhileBusy()
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{
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std::unique_lock<std::mutex> un(mx);
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while(isBusyValue)
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cond.wait(un);
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if (isTerminating)
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throw TerminationRequestedException();
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}
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};
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VCMI_LIB_NAMESPACE_END
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