mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r22786) -Codechange: rename genworld mutices to model_progress mutices
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@ -54,10 +54,10 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin
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*/
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GenWorldInfo _gw;
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/** Rights for the map generation */
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ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
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/** Rights for the painting */
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ThreadMutex *_genworld_paint_mutex = ThreadMutex::New();
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/** Rights for the performing work. */
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ThreadMutex *_modal_progress_work_mutex = ThreadMutex::New();
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/** Rights for the painting. */
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ThreadMutex *_modal_progress_paint_mutex = ThreadMutex::New();
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/** Whether we are generating the map or not. */
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bool _generating_world;
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@ -101,7 +101,7 @@ static void _GenerateWorld(void *)
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try {
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_generating_world = true;
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_genworld_mapgen_mutex->BeginCritical();
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_modal_progress_work_mutex->BeginCritical();
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if (_network_dedicated) DEBUG(net, 0, "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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@ -177,7 +177,7 @@ static void _GenerateWorld(void *)
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IncreaseGeneratingWorldProgress(GWP_GAME_START);
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CleanupGeneration();
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_genworld_mapgen_mutex->EndCritical();
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_modal_progress_work_mutex->EndCritical();
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ShowNewGRFError();
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@ -192,7 +192,7 @@ static void _GenerateWorld(void *)
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} catch (...) {
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if (_cur_company.IsValid()) _cur_company.Restore();
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_generating_world = false;
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_genworld_mapgen_mutex->EndCritical();
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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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@ -225,15 +225,15 @@ void WaitTillGeneratedWorld()
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{
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if (_gw.thread == NULL) return;
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_genworld_mapgen_mutex->EndCritical();
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_genworld_paint_mutex->EndCritical();
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_modal_progress_work_mutex->EndCritical();
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_modal_progress_paint_mutex->EndCritical();
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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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_genworld_mapgen_mutex->BeginCritical();
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_genworld_paint_mutex->BeginCritical();
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_modal_progress_work_mutex->BeginCritical();
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_modal_progress_paint_mutex->BeginCritical();
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}
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/**
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@ -318,9 +318,9 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
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!ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
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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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_genworld_mapgen_mutex->EndCritical();
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_modal_progress_work_mutex->EndCritical();
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_GenerateWorld(NULL);
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_genworld_mapgen_mutex->BeginCritical();
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_modal_progress_work_mutex->BeginCritical();
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return;
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}
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@ -101,8 +101,8 @@ void StartNewGameWithoutGUI(uint seed);
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void ShowCreateScenario();
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void StartScenarioEditor();
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extern class ThreadMutex *_genworld_mapgen_mutex;
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extern class ThreadMutex *_genworld_paint_mutex;
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extern class ThreadMutex *_modal_progress_work_mutex;
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extern class ThreadMutex *_modal_progress_paint_mutex;
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extern bool _generating_world;
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#endif /* GENWORLD_H */
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@ -1396,10 +1396,10 @@ static void _SetGeneratingWorldProgress(GenWorldProgress cls, uint progress, uin
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* paint thread. The 'other' thread already has the paint thread rights so
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* this ensures us that we are waiting until the paint thread is done
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* before we reacquire the mapgen rights */
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_genworld_mapgen_mutex->EndCritical();
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_genworld_paint_mutex->BeginCritical();
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_genworld_mapgen_mutex->BeginCritical();
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_genworld_paint_mutex->EndCritical();
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_modal_progress_work_mutex->EndCritical();
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_modal_progress_paint_mutex->BeginCritical();
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_modal_progress_work_mutex->BeginCritical();
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_modal_progress_paint_mutex->EndCritical();
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_gws.timer = _realtime_tick;
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}
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@ -1557,14 +1557,14 @@ void DrawDirtyBlocks()
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if (HasModalProgress()) {
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/* We are generating the world, so release our rights to the map and
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* painting while we are waiting a bit. */
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_genworld_paint_mutex->EndCritical();
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_genworld_mapgen_mutex->EndCritical();
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_modal_progress_paint_mutex->EndCritical();
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_modal_progress_work_mutex->EndCritical();
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/* Wait a while and update _realtime_tick so we are given the rights */
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CSleep(GENWORLD_REDRAW_TIMEOUT);
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_realtime_tick += GENWORLD_REDRAW_TIMEOUT;
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_genworld_paint_mutex->BeginCritical();
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_genworld_mapgen_mutex->BeginCritical();
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_modal_progress_paint_mutex->BeginCritical();
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_modal_progress_work_mutex->BeginCritical();
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}
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y = 0;
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@ -653,8 +653,8 @@ int ttd_main(int argc, char *argv[])
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IConsoleCmdExec("exec scripts/autoexec.scr 0");
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/* Take our initial lock on whatever we might want to do! */
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_genworld_paint_mutex->BeginCritical();
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_genworld_mapgen_mutex->BeginCritical();
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_modal_progress_paint_mutex->BeginCritical();
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_modal_progress_work_mutex->BeginCritical();
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GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
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WaitTillGeneratedWorld();
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