Commit 2e79f68d authored by Fluorohydride's avatar Fluorohydride

Merge pull request #516 from soarqin/official

Resolved the crash problem under posix due to run glGenTextures and glDeleteTextures in different threads
parents cdcd1e37 e9dfbcc9
......@@ -159,7 +159,9 @@ void DuelClient::ClientEvent(bufferevent *bev, short events, void *ctx) {
mainGame->btnCreateHost->setEnabled(true);
mainGame->btnJoinHost->setEnabled(true);
mainGame->btnJoinCancel->setEnabled(true);
mainGame->CloseDuelWindow();
mainGame->closeDoneSignal.Reset();
mainGame->closeSignal.Set();
mainGame->closeDoneSignal.Wait();
mainGame->dInfo.isStarted = false;
mainGame->is_building = false;
mainGame->device->setEventReceiver(&mainGame->menuHandler);
......@@ -498,7 +500,9 @@ void DuelClient::HandleSTOCPacketLan(char* data, unsigned int len) {
mainGame->actionSignal.Reset();
mainGame->actionSignal.Wait();
mainGame->gMutex.Lock();
mainGame->CloseDuelWindow();
mainGame->closeDoneSignal.Reset();
mainGame->closeSignal.Set();
mainGame->closeDoneSignal.Wait();
mainGame->dInfo.isStarted = false;
mainGame->btnCreateHost->setEnabled(true);
mainGame->btnJoinHost->setEnabled(true);
......@@ -701,7 +705,9 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) {
mainGame->actionSignal.Reset();
mainGame->actionSignal.Wait();
mainGame->gMutex.Lock();
mainGame->CloseDuelWindow();
mainGame->closeDoneSignal.Reset();
mainGame->closeSignal.Set();
mainGame->closeDoneSignal.Wait();
mainGame->dInfo.isStarted = false;
mainGame->btnCreateHost->setEnabled(true);
mainGame->btnJoinHost->setEnabled(true);
......
......@@ -100,7 +100,6 @@ bool ClientField::OnEvent(const irr::SEvent& event) {
}
if(mainGame->dInfo.player_type == 7) {
DuelClient::StopClient();
mainGame->CloseDuelWindow();
mainGame->dInfo.isStarted = false;
mainGame->device->setEventReceiver(&mainGame->menuHandler);
mainGame->btnCreateHost->setEnabled(true);
......
......@@ -541,6 +541,8 @@ void Game::MainLoop() {
}
}
driver->endScene();
if(closeSignal.Wait(0))
CloseDuelWindow();
fps++;
cur_time = timer->getTime();
if(cur_time < fps * 17 - 20)
......@@ -905,6 +907,7 @@ void Game::CloseDuelWindow() {
lstHostList->clear();
DuelClient::hosts.clear();
ClearTextures();
closeDoneSignal.Set();
}
int Game::LocalPlayer(int player) {
return dInfo.isFirst ? player : 1 - player;
......
......@@ -102,6 +102,8 @@ public:
Signal actionSignal;
Signal replaySignal;
Signal singleSignal;
Signal closeSignal;
Signal closeDoneSignal;
Config gameConf;
DuelInfo dInfo;
......
......@@ -25,6 +25,11 @@ public:
return;
WaitForSingleObject(_event, INFINITE);
}
bool Wait(long milli) {
if(_nowait)
return false;
return WaitForSingleObject(_event, milli + 1) != WAIT_TIMEOUT;
}
void SetNoWait(bool nowait) {
_nowait = nowait;
}
......@@ -83,6 +88,38 @@ public:
_state = false;
pthread_mutex_unlock(&_mutex);
}
bool Wait(long milliseconds)
{
if (_nowait || pthread_mutex_lock(&_mutex) != 0)
return false;
int rc = 0;
struct timespec abstime;
struct timeval tv;
gettimeofday(&tv, NULL);
abstime.tv_sec = tv.tv_sec + milliseconds / 1000;
abstime.tv_nsec = tv.tv_usec*1000 + (milliseconds % 1000)*1000000;
if (abstime.tv_nsec >= 1000000000)
{
abstime.tv_nsec -= 1000000000;
abstime.tv_sec++;
}
while (!_state)
{
if ((rc = pthread_cond_timedwait(&_cond, &_mutex, &abstime)))
{
if (rc == ETIMEDOUT) break;
pthread_mutex_unlock(&_mutex);
return false;
}
}
_state = false;
pthread_mutex_unlock(&_mutex);
return rc == 0;
}
void SetNoWait(bool nowait) {
_nowait = nowait;
}
......
......@@ -166,11 +166,13 @@ int ReplayMode::ReplayThread(void* param) {
mainGame->gMutex.Lock();
mainGame->dInfo.isStarted = false;
mainGame->dInfo.isReplay = false;
mainGame->CloseDuelWindow();
mainGame->ClearTextures();
mainGame->closeDoneSignal.Reset();
mainGame->closeSignal.Set();
mainGame->closeDoneSignal.Wait();
mainGame->ShowElement(mainGame->wReplay);
mainGame->gMutex.Unlock();
mainGame->device->setEventReceiver(&mainGame->menuHandler);
mainGame->closeSignal.Set();
}
return 0;
}
......
......@@ -92,11 +92,12 @@ int SingleMode::SinglePlayThread(void* param) {
mainGame->gMutex.Lock();
mainGame->dInfo.isStarted = false;
mainGame->dInfo.isSingleMode = false;
mainGame->CloseDuelWindow();
mainGame->ClearTextures();
mainGame->closeDoneSignal.Reset();
mainGame->closeSignal.Set();
mainGame->closeDoneSignal.Wait();
mainGame->ShowElement(mainGame->wSinglePlay);
mainGame->gMutex.Unlock();
mainGame->device->setEventReceiver(&mainGame->menuHandler);
mainGame->gMutex.Unlock();
}
return 0;
}
......
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