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.
This commit is contained in:
Michael Lutz
2019-03-11 00:45:39 +01:00
parent 3b86f54fc7
commit 05f4e73608
19 changed files with 187 additions and 426 deletions

View File

@@ -68,6 +68,7 @@
#include "linkgraph/linkgraphschedule.h"
#include <stdarg.h>
#include <system_error>
#include "safeguards.h"
@@ -547,6 +548,9 @@ int openttd_main(int argc, char *argv[])
extern bool _dedicated_forks;
_dedicated_forks = false;
std::unique_lock<std::mutex> modal_work_lock(_modal_progress_work_mutex, std::defer_lock);
std::unique_lock<std::mutex> modal_paint_lock(_modal_progress_paint_mutex, std::defer_lock);
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
_config_file = NULL;
@@ -830,8 +834,14 @@ int openttd_main(int argc, char *argv[])
free(musicdriver);
/* Take our initial lock on whatever we might want to do! */
_modal_progress_paint_mutex->BeginCritical();
_modal_progress_work_mutex->BeginCritical();
try {
modal_work_lock.lock();
modal_paint_lock.lock();
} catch (const std::system_error&) {
/* If there is some error we assume that threads aren't usable on the system we run. */
extern bool _use_threaded_modal_progress; // From progress.cpp
_use_threaded_modal_progress = false;
}
GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
WaitTillGeneratedWorld();