- fix a thread synch issue in the custom game menu
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1fa9efc091
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09f7eecf06
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@ -1172,8 +1172,14 @@ void MenuStateCustomGame::simpleTask() {
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bool broadCastSettings = needToBroadcastServerSettings;
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needToBroadcastServerSettings=false;
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bool hasClientConnection = false;
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if(broadCastSettings) {
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ServerInterface* serverInterface= NetworkManager::getInstance().getServerInterface();
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hasClientConnection = serverInterface->hasClientConnection();
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}
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bool needPing = (difftime(time(NULL),lastNetworkPing) >= GameConstants::networkPingInterval);
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safeMutex.ReleaseLock();
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safeMutex.ReleaseLock(true);
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if(republish == true) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
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@ -1216,7 +1222,7 @@ void MenuStateCustomGame::simpleTask() {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
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if(serverInterface->hasClientConnection() == true) {
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if(hasClientConnection == true) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
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GameSettings gameSettings;
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@ -1224,8 +1230,10 @@ void MenuStateCustomGame::simpleTask() {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
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safeMutex.Lock();
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serverInterface->setGameSettings(&gameSettings);
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serverInterface->broadcastGameSetup(&gameSettings);
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safeMutex.ReleaseLock(true);
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}
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}
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@ -1235,7 +1243,10 @@ void MenuStateCustomGame::simpleTask() {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d] Sending nmtPing to clients\n",__FILE__,__FUNCTION__,__LINE__);
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ServerInterface* serverInterface= NetworkManager::getInstance().getServerInterface();
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NetworkMessagePing msg(GameConstants::networkPingInterval,time(NULL));
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safeMutex.Lock();
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serverInterface->broadcastPing(&msg);
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safeMutex.ReleaseLock(true);
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}
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
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