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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 |
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.. | ||
settings | ||
CCastleInterface.cpp | ||
CCastleInterface.h | ||
CCreatureWindow.cpp | ||
CCreatureWindow.h | ||
CHeroBackpackWindow.cpp | ||
CHeroBackpackWindow.h | ||
CHeroOverview.cpp | ||
CHeroOverview.h | ||
CHeroWindow.cpp | ||
CHeroWindow.h | ||
CKingdomInterface.cpp | ||
CKingdomInterface.h | ||
CMapOverview.cpp | ||
CMapOverview.h | ||
CMarketWindow.cpp | ||
CMarketWindow.h | ||
CMessage.cpp | ||
CMessage.h | ||
CPuzzleWindow.cpp | ||
CPuzzleWindow.h | ||
CQuestLog.cpp | ||
CQuestLog.h | ||
CreaturePurchaseCard.cpp | ||
CreaturePurchaseCard.h | ||
CSpellWindow.cpp | ||
CSpellWindow.h | ||
CTutorialWindow.cpp | ||
CTutorialWindow.h | ||
CWindowObject.cpp | ||
CWindowObject.h | ||
CWindowWithArtifacts.cpp | ||
CWindowWithArtifacts.h | ||
GUIClasses.cpp | ||
GUIClasses.h | ||
InfoWindows.cpp | ||
InfoWindows.h | ||
QuickRecruitmentWindow.cpp | ||
QuickRecruitmentWindow.h |