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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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.. | ||
BattleActionsController.cpp | ||
BattleActionsController.h | ||
BattleAnimationClasses.cpp | ||
BattleAnimationClasses.h | ||
BattleConstants.h | ||
BattleEffectsController.cpp | ||
BattleEffectsController.h | ||
BattleFieldController.cpp | ||
BattleFieldController.h | ||
BattleInterface.cpp | ||
BattleInterface.h | ||
BattleInterfaceClasses.cpp | ||
BattleInterfaceClasses.h | ||
BattleObstacleController.cpp | ||
BattleObstacleController.h | ||
BattleProjectileController.cpp | ||
BattleProjectileController.h | ||
BattleRenderer.cpp | ||
BattleRenderer.h | ||
BattleSiegeController.cpp | ||
BattleSiegeController.h | ||
BattleStacksController.cpp | ||
BattleStacksController.h | ||
BattleWindow.cpp | ||
BattleWindow.h | ||
CreatureAnimation.cpp | ||
CreatureAnimation.h |