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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@@ -15,17 +15,17 @@
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#include "../stdafx.h"
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#include "../debug.h"
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#include "../window_func.h"
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#include "../thread/thread.h"
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#include "network_internal.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include <mutex>
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#include "../safeguards.h"
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NetworkGameList *_network_game_list = NULL;
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/** Mutex for handling delayed insertion/querying of servers. */
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static ThreadMutex *_network_game_list_mutex = ThreadMutex::New();
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static std::mutex _network_game_list_mutex;
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/** The games to insert when the GUI thread has time for us. */
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static NetworkGameList *_network_game_delayed_insertion_list = NULL;
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@@ -36,16 +36,15 @@ static NetworkGameList *_network_game_delayed_insertion_list = NULL;
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*/
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void NetworkGameListAddItemDelayed(NetworkGameList *item)
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{
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_network_game_list_mutex->BeginCritical();
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std::lock_guard<std::mutex> lock(_network_game_list_mutex);
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item->next = _network_game_delayed_insertion_list;
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_network_game_delayed_insertion_list = item;
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_network_game_list_mutex->EndCritical();
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}
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/** Perform the delayed (thread safe) insertion into the game list */
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static void NetworkGameListHandleDelayedInsert()
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{
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_network_game_list_mutex->BeginCritical();
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std::lock_guard<std::mutex> lock(_network_game_list_mutex);
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while (_network_game_delayed_insertion_list != NULL) {
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NetworkGameList *ins_item = _network_game_delayed_insertion_list;
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_network_game_delayed_insertion_list = ins_item->next;
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@@ -66,7 +65,6 @@ static void NetworkGameListHandleDelayedInsert()
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}
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free(ins_item);
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}
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_network_game_list_mutex->EndCritical();
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}
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/**
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