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https://github.com/vcmi/vcmi.git
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e4dc00abac
* all lock/unlock and unlock/lock pairs are done by RAII guards now * fixed two possible crashes at the end of battle when last stack was killed by spell. That should fix #749 and #752. * fixed a very nasty race condition, eliminating possible deadlock at the start of battle when human hero has tactics * fixed #422
70 lines
1.2 KiB
C++
70 lines
1.2 KiB
C++
#pragma once
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/*
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* CondSh.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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/// Used for multithreading, wraps boost functions
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template <typename T> struct CondSh
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{
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T data;
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boost::condition_variable cond;
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boost::mutex mx;
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CondSh()
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{}
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CondSh(T t)
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{
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data = t;
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}
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void set(T t)
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{
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boost::unique_lock<boost::mutex> lock(mx);
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data=t;
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}
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void setn(T t) //set data and notify
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{
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{
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boost::unique_lock<boost::mutex> lock(mx);
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data=t;
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}
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cond.notify_all();
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};
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T get() //get stored value
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{
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boost::unique_lock<boost::mutex> lock(mx);
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return data;
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}
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void waitWhileTrue() //waits until data is set to false
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{
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boost::unique_lock<boost::mutex> un(mx);
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while(data)
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cond.wait(un);
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}
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void waitWhile(const T &t) //waits while data is set to arg
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{
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boost::unique_lock<boost::mutex> un(mx);
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while(data == t)
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cond.wait(un);
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}
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void waitUntil(const T &t) //waits until data is set to arg
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{
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boost::unique_lock<boost::mutex> un(mx);
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while(data != t)
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cond.wait(un);
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}
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};
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