fixed 'open deck in deck editor' option in game, fixed freeze when closing local game

This commit is contained in:
Max-Wilhelm Bruker 2012-05-28 19:34:07 +02:00
parent 9af69f53af
commit d7e7606104
9 changed files with 30 additions and 23 deletions

View file

@ -35,8 +35,8 @@
#include <QThread>
#include <QDebug>
Server::Server(QObject *parent)
: QObject(parent), clientsLock(QReadWriteLock::Recursive)
Server::Server(bool _threaded, QObject *parent)
: QObject(parent), threaded(_threaded), clientsLock(QReadWriteLock::Recursive)
{
qRegisterMetaType<ServerInfo_Game>("ServerInfo_Game");
qRegisterMetaType<ServerInfo_Room>("ServerInfo_Room");
@ -56,20 +56,27 @@ Server::~Server()
void Server::prepareDestroy()
{
clientsLock.lockForRead();
for (int i = 0; i < clients.size(); ++i)
QMetaObject::invokeMethod(clients.at(i), "prepareDestroy", Qt::QueuedConnection);
clientsLock.unlock();
// dirty :(
bool done = false;
do {
usleep(10000);
if (threaded) {
clientsLock.lockForRead();
if (clients.isEmpty())
done = true;
for (int i = 0; i < clients.size(); ++i)
QMetaObject::invokeMethod(clients.at(i), "prepareDestroy", Qt::QueuedConnection);
clientsLock.unlock();
} while (!done);
bool done = false;
do {
usleep(10000);
clientsLock.lockForRead();
if (clients.isEmpty())
done = true;
clientsLock.unlock();
} while (!done);
} else {
clientsLock.lockForWrite();
while (!clients.isEmpty())
clients.first()->prepareDestroy();
clientsLock.unlock();
}
roomsLock.lockForWrite();
QMapIterator<int, Server_Room *> roomIterator(rooms);

View file

@ -41,7 +41,7 @@ private slots:
void broadcastRoomUpdate(const ServerInfo_Room &roomInfo, bool sendToIsl = false);
public:
mutable QReadWriteLock clientsLock, roomsLock; // locking order: roomsLock before clientsLock
Server(QObject *parent = 0);
Server(bool _threaded, QObject *parent = 0);
~Server();
AuthenticationResult loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reason, int &secondsLeft);
const QMap<int, Server_Room *> &getRooms() { return rooms; }
@ -79,6 +79,7 @@ public:
void removePersistentPlayer(const QString &userName, int roomId, int gameId, int playerId);
QList<PlayerReference> getPersistentPlayerReferences(const QString &userName) const;
private:
bool threaded;
QMultiMap<QString, PlayerReference> persistentPlayers;
mutable QReadWriteLock persistentPlayersLock;
protected slots: