Codechange: Replace custom mutex code with C++11 mutex'es.
A conforming compiler with a valid <mutex>-header is expected. Most parts of the code assume that locking a mutex will never fail unexpectedly, which is generally true on all common platforms that don't just pretend to be C++11. The use of condition variables in driver code is checked.
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@@ -34,6 +34,7 @@
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#include "game/game.hpp"
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#include "game/game_instance.hpp"
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#include "string_func.h"
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#include "thread/thread.h"
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#include "safeguards.h"
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@@ -98,9 +99,10 @@ static void _GenerateWorld(void *)
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/* Make sure everything is done via OWNER_NONE. */
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Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
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std::unique_lock<std::mutex> lock(_modal_progress_work_mutex, std::defer_lock);
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try {
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_generating_world = true;
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_modal_progress_work_mutex->BeginCritical();
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lock.lock();
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if (_network_dedicated) DEBUG(net, 1, "Generating map, please wait...");
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/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
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if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
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@@ -194,7 +196,7 @@ static void _GenerateWorld(void *)
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IncreaseGeneratingWorldProgress(GWP_GAME_START);
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CleanupGeneration();
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_modal_progress_work_mutex->EndCritical();
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lock.unlock();
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ShowNewGRFError();
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@@ -210,7 +212,6 @@ static void _GenerateWorld(void *)
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
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if (_cur_company.IsValid()) _cur_company.Restore();
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_generating_world = false;
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_modal_progress_work_mutex->EndCritical();
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throw;
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}
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}
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@@ -243,15 +244,15 @@ void WaitTillGeneratedWorld()
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{
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if (_gw.thread == NULL) return;
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_modal_progress_work_mutex->EndCritical();
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_modal_progress_paint_mutex->EndCritical();
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_modal_progress_work_mutex.unlock();
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_modal_progress_paint_mutex.unlock();
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_gw.quit_thread = true;
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_gw.thread->Join();
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delete _gw.thread;
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_gw.thread = NULL;
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_gw.threaded = false;
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_modal_progress_work_mutex->BeginCritical();
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_modal_progress_paint_mutex->BeginCritical();
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_modal_progress_work_mutex.lock();
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_modal_progress_paint_mutex.lock();
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}
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/**
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@@ -331,12 +332,12 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
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_gw.thread = NULL;
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}
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if (!VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread, "ottd:genworld")) {
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if (!UseThreadedModelProgress() || !VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread, "ottd:genworld")) {
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DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
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_gw.threaded = false;
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_modal_progress_work_mutex->EndCritical();
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_modal_progress_work_mutex.unlock();
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_GenerateWorld(NULL);
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_modal_progress_work_mutex->BeginCritical();
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_modal_progress_work_mutex.lock();
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return;
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}
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