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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
89 lines
2.0 KiB
C++
89 lines
2.0 KiB
C++
/*
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* CThreadHelper.cpp, 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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#include "StdInc.h"
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#include "CThreadHelper.h"
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#ifdef VCMI_WINDOWS
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#include <windows.h>
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#elif !defined(VCMI_APPLE) && !defined(VCMI_FREEBSD) && !defined(VCMI_HURD)
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#include <sys/prctl.h>
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#endif
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CThreadHelper::CThreadHelper(std::vector<std::function<void()> > *Tasks, int Threads)
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{
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currentTask = 0; amount = Tasks->size();
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tasks = Tasks;
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threads = Threads;
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}
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void CThreadHelper::run()
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{
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boost::thread_group grupa;
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for(int i=0;i<threads;i++)
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grupa.create_thread(std::bind(&CThreadHelper::processTasks,this));
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grupa.join_all();
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//thread group deletes threads, do not free manually
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}
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void CThreadHelper::processTasks()
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{
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while(true)
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{
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int pom;
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{
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boost::unique_lock<boost::mutex> lock(rtinm);
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if((pom = currentTask) >= amount)
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break;
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else
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++currentTask;
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}
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(*tasks)[pom]();
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}
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}
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// set name for this thread.
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// NOTE: on *nix string will be trimmed to 16 symbols
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void setThreadName(const std::string &name)
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{
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#ifdef VCMI_WINDOWS
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#ifndef __GNUC__
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//follows http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx
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const DWORD MS_VC_EXCEPTION=0x406D1388;
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#pragma pack(push,8)
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typedef struct tagTHREADNAME_INFO
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{
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DWORD dwType; // Must be 0x1000.
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LPCSTR szName; // Pointer to name (in user addr space).
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DWORD dwThreadID; // Thread ID (-1=caller thread).
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DWORD dwFlags; // Reserved for future use, must be zero.
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} THREADNAME_INFO;
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#pragma pack(pop)
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THREADNAME_INFO info;
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info.dwType = 0x1000;
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info.szName = name.c_str();
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info.dwThreadID = -1;
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info.dwFlags = 0;
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__try
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{
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RaiseException( MS_VC_EXCEPTION, 0, sizeof(info)/sizeof(ULONG_PTR), (ULONG_PTR*)&info );
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}
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__except(EXCEPTION_EXECUTE_HANDLER)
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{
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}
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#else
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//not supported
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#endif
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#elif defined(__linux__)
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prctl(PR_SET_NAME, name.c_str(), 0, 0, 0);
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#endif
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}
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