Avoid data races around modifier keys and pause/FF state
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@@ -132,6 +132,11 @@ void VideoDriver::Tick()
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auto now = std::chrono::steady_clock::now();
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if (this->HasGUI() && now >= this->next_draw_tick) {
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{
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/* Tell the game-thread to stop so we can have a go. */
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std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex);
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std::lock_guard<std::mutex> lock_state(this->game_state_mutex);
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this->next_draw_tick += this->GetDrawInterval();
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/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
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if (this->next_draw_tick < now - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = now;
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@@ -147,11 +152,6 @@ void VideoDriver::Tick()
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this->fast_forward_via_key = false;
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}
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{
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/* Tell the game-thread to stop so we can have a go. */
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std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex);
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std::lock_guard<std::mutex> lock_state(this->game_state_mutex);
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/* Keep the interactive randomizer a bit more random by requesting
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* new values when-ever we can. */
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InteractiveRandom();
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