Merge pull request #2096 from ctrlaltca/fix_2091
Fix infinite loop on local game close
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commit
2cbfc5a8e6
3 changed files with 28 additions and 22 deletions
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@ -11,6 +11,10 @@ LocalServer::LocalServer(QObject *parent)
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LocalServer::~LocalServer()
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{
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// LocalServer is single threaded so it doesn't need locks on this
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while (!clients.isEmpty())
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clients.first()->prepareDestroy();
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prepareDestroy();
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}
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@ -59,28 +59,6 @@ Server::~Server()
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void Server::prepareDestroy()
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{
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// dirty :(
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clientsLock.lockForRead();
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for (int i = 0; i < clients.size(); ++i)
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QMetaObject::invokeMethod(clients.at(i), "prepareDestroy", Qt::QueuedConnection);
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clientsLock.unlock();
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bool done = false;
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class SleeperThread : public QThread
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{
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public:
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static void msleep(unsigned long msecs) { QThread::usleep(msecs); }
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};
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do {
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SleeperThread::msleep(10);
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clientsLock.lockForRead();
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if (clients.isEmpty())
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done = true;
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clientsLock.unlock();
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} while (!done);
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roomsLock.lockForWrite();
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QMapIterator<int, Server_Room *> roomIterator(rooms);
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while (roomIterator.hasNext())
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@ -181,6 +181,30 @@ Servatrice::Servatrice(QObject *parent)
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Servatrice::~Servatrice()
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{
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gameServer->close();
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// clients live in other threads, we need to lock them
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clientsLock.lockForRead();
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for (int i = 0; i < clients.size(); ++i)
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QMetaObject::invokeMethod(clients.at(i), "prepareDestroy", Qt::QueuedConnection);
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clientsLock.unlock();
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// client destruction is asynchronous, wait for all clients to be gone
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bool done = false;
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class SleeperThread : public QThread
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{
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public:
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static void msleep(unsigned long msecs) { QThread::usleep(msecs); }
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};
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do {
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SleeperThread::msleep(10);
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clientsLock.lockForRead();
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if (clients.isEmpty())
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done = true;
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clientsLock.unlock();
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} while (!done);
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prepareDestroy();
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}
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