fixed 'open deck in deck editor' option in game, fixed freeze when closing local game
This commit is contained in:
parent
9af69f53af
commit
d7e7606104
9 changed files with 30 additions and 23 deletions
|
@ -3,7 +3,7 @@
|
||||||
#include "server_room.h"
|
#include "server_room.h"
|
||||||
|
|
||||||
LocalServer::LocalServer(QObject *parent)
|
LocalServer::LocalServer(QObject *parent)
|
||||||
: Server(parent)
|
: Server(false, parent)
|
||||||
{
|
{
|
||||||
setDatabaseInterface(new LocalServer_DatabaseInterface(this));
|
setDatabaseInterface(new LocalServer_DatabaseInterface(this));
|
||||||
addRoom(new Server_Room(0, QString(), QString(), false, QString(), QStringList(), this));
|
addRoom(new Server_Room(0, QString(), QString(), false, QString(), QStringList(), this));
|
||||||
|
|
|
@ -792,7 +792,7 @@ void Player::actAlwaysRevealTopCard()
|
||||||
|
|
||||||
void Player::actOpenDeckInDeckEditor()
|
void Player::actOpenDeckInDeckEditor()
|
||||||
{
|
{
|
||||||
emit openDeckEditor(*deck);
|
emit openDeckEditor(deck);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::actViewGraveyard()
|
void Player::actViewGraveyard()
|
||||||
|
|
|
@ -77,7 +77,7 @@ public:
|
||||||
class Player : public QObject, public QGraphicsItem {
|
class Player : public QObject, public QGraphicsItem {
|
||||||
Q_OBJECT
|
Q_OBJECT
|
||||||
signals:
|
signals:
|
||||||
void openDeckEditor(const DeckLoader &deck);
|
void openDeckEditor(const DeckLoader *deck);
|
||||||
void newCardAdded(AbstractCardItem *card);
|
void newCardAdded(AbstractCardItem *card);
|
||||||
// Log events
|
// Log events
|
||||||
void logSay(Player *player, QString message);
|
void logSay(Player *player, QString message);
|
||||||
|
|
|
@ -733,7 +733,7 @@ Player *TabGame::addPlayer(int playerId, const ServerInfo_User &info)
|
||||||
{
|
{
|
||||||
bool local = ((clients.size() > 1) || (playerId == localPlayerId));
|
bool local = ((clients.size() > 1) || (playerId == localPlayerId));
|
||||||
Player *newPlayer = new Player(info, playerId, local, this);
|
Player *newPlayer = new Player(info, playerId, local, this);
|
||||||
connect(newPlayer, SIGNAL(openDeckEditor(DeckList *)), this, SIGNAL(openDeckEditor(DeckList *)));
|
connect(newPlayer, SIGNAL(openDeckEditor(const DeckLoader *)), this, SIGNAL(openDeckEditor(const DeckLoader *)));
|
||||||
scene->addPlayer(newPlayer);
|
scene->addPlayer(newPlayer);
|
||||||
|
|
||||||
connect(newPlayer, SIGNAL(newCardAdded(AbstractCardItem *)), this, SLOT(newCardAdded(AbstractCardItem *)));
|
connect(newPlayer, SIGNAL(newCardAdded(AbstractCardItem *)), this, SLOT(newCardAdded(AbstractCardItem *)));
|
||||||
|
|
|
@ -171,7 +171,7 @@ signals:
|
||||||
void containerProcessingStarted(const GameEventContext &context);
|
void containerProcessingStarted(const GameEventContext &context);
|
||||||
void containerProcessingDone();
|
void containerProcessingDone();
|
||||||
void openMessageDialog(const QString &userName, bool focus);
|
void openMessageDialog(const QString &userName, bool focus);
|
||||||
void openDeckEditor(const DeckLoader &deck);
|
void openDeckEditor(const DeckLoader *deck);
|
||||||
private slots:
|
private slots:
|
||||||
void replayNextEvent();
|
void replayNextEvent();
|
||||||
void replayFinished();
|
void replayFinished();
|
||||||
|
|
|
@ -280,8 +280,7 @@ void TabSupervisor::gameJoined(const Event_GameJoined &event)
|
||||||
TabGame *tab = new TabGame(this, QList<AbstractClient *>() << client, event, roomGameTypes);
|
TabGame *tab = new TabGame(this, QList<AbstractClient *>() << client, event, roomGameTypes);
|
||||||
connect(tab, SIGNAL(gameClosing(TabGame *)), this, SLOT(gameLeft(TabGame *)));
|
connect(tab, SIGNAL(gameClosing(TabGame *)), this, SLOT(gameLeft(TabGame *)));
|
||||||
connect(tab, SIGNAL(openMessageDialog(const QString &, bool)), this, SLOT(addMessageTab(const QString &, bool)));
|
connect(tab, SIGNAL(openMessageDialog(const QString &, bool)), this, SLOT(addMessageTab(const QString &, bool)));
|
||||||
connect(tab, SIGNAL(openDeckEditor(DeckList *, QString, DeckList::FileFormat)), this, SLOT(addDeckEditorTab(DeckList *, QString, DeckList::FileFormat)));
|
connect(tab, SIGNAL(openDeckEditor(const DeckLoader *)), this, SLOT(addDeckEditorTab(const DeckLoader *)));
|
||||||
connect(tab, SIGNAL(openDeckEditor(DeckList *, int)), this, SLOT(addDeckEditorTab(DeckList *, int)));
|
|
||||||
int tabIndex = myAddTab(tab);
|
int tabIndex = myAddTab(tab);
|
||||||
addCloseButtonToTab(tab, tabIndex);
|
addCloseButtonToTab(tab, tabIndex);
|
||||||
gameTabs.insert(event.game_info().game_id(), tab);
|
gameTabs.insert(event.game_info().game_id(), tab);
|
||||||
|
@ -292,7 +291,7 @@ void TabSupervisor::localGameJoined(const Event_GameJoined &event)
|
||||||
{
|
{
|
||||||
TabGame *tab = new TabGame(this, localClients, event, QMap<int, QString>());
|
TabGame *tab = new TabGame(this, localClients, event, QMap<int, QString>());
|
||||||
connect(tab, SIGNAL(gameClosing(TabGame *)), this, SLOT(gameLeft(TabGame *)));
|
connect(tab, SIGNAL(gameClosing(TabGame *)), this, SLOT(gameLeft(TabGame *)));
|
||||||
connect(tab, SIGNAL(openDeckEditor(DeckList *)), this, SLOT(addDeckEditorTab(DeckList *)));
|
connect(tab, SIGNAL(openDeckEditor(const DeckLoader *)), this, SLOT(addDeckEditorTab(const DeckLoader *)));
|
||||||
int tabIndex = myAddTab(tab);
|
int tabIndex = myAddTab(tab);
|
||||||
addCloseButtonToTab(tab, tabIndex);
|
addCloseButtonToTab(tab, tabIndex);
|
||||||
gameTabs.insert(event.game_info().game_id(), tab);
|
gameTabs.insert(event.game_info().game_id(), tab);
|
||||||
|
|
|
@ -35,8 +35,8 @@
|
||||||
#include <QThread>
|
#include <QThread>
|
||||||
#include <QDebug>
|
#include <QDebug>
|
||||||
|
|
||||||
Server::Server(QObject *parent)
|
Server::Server(bool _threaded, QObject *parent)
|
||||||
: QObject(parent), clientsLock(QReadWriteLock::Recursive)
|
: QObject(parent), threaded(_threaded), clientsLock(QReadWriteLock::Recursive)
|
||||||
{
|
{
|
||||||
qRegisterMetaType<ServerInfo_Game>("ServerInfo_Game");
|
qRegisterMetaType<ServerInfo_Game>("ServerInfo_Game");
|
||||||
qRegisterMetaType<ServerInfo_Room>("ServerInfo_Room");
|
qRegisterMetaType<ServerInfo_Room>("ServerInfo_Room");
|
||||||
|
@ -56,20 +56,27 @@ Server::~Server()
|
||||||
|
|
||||||
void Server::prepareDestroy()
|
void Server::prepareDestroy()
|
||||||
{
|
{
|
||||||
clientsLock.lockForRead();
|
|
||||||
for (int i = 0; i < clients.size(); ++i)
|
|
||||||
QMetaObject::invokeMethod(clients.at(i), "prepareDestroy", Qt::QueuedConnection);
|
|
||||||
clientsLock.unlock();
|
|
||||||
|
|
||||||
// dirty :(
|
// dirty :(
|
||||||
bool done = false;
|
if (threaded) {
|
||||||
do {
|
|
||||||
usleep(10000);
|
|
||||||
clientsLock.lockForRead();
|
clientsLock.lockForRead();
|
||||||
if (clients.isEmpty())
|
for (int i = 0; i < clients.size(); ++i)
|
||||||
done = true;
|
QMetaObject::invokeMethod(clients.at(i), "prepareDestroy", Qt::QueuedConnection);
|
||||||
clientsLock.unlock();
|
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();
|
roomsLock.lockForWrite();
|
||||||
QMapIterator<int, Server_Room *> roomIterator(rooms);
|
QMapIterator<int, Server_Room *> roomIterator(rooms);
|
||||||
|
|
|
@ -41,7 +41,7 @@ private slots:
|
||||||
void broadcastRoomUpdate(const ServerInfo_Room &roomInfo, bool sendToIsl = false);
|
void broadcastRoomUpdate(const ServerInfo_Room &roomInfo, bool sendToIsl = false);
|
||||||
public:
|
public:
|
||||||
mutable QReadWriteLock clientsLock, roomsLock; // locking order: roomsLock before clientsLock
|
mutable QReadWriteLock clientsLock, roomsLock; // locking order: roomsLock before clientsLock
|
||||||
Server(QObject *parent = 0);
|
Server(bool _threaded, QObject *parent = 0);
|
||||||
~Server();
|
~Server();
|
||||||
AuthenticationResult loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reason, int &secondsLeft);
|
AuthenticationResult loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reason, int &secondsLeft);
|
||||||
const QMap<int, Server_Room *> &getRooms() { return rooms; }
|
const QMap<int, Server_Room *> &getRooms() { return rooms; }
|
||||||
|
@ -79,6 +79,7 @@ public:
|
||||||
void removePersistentPlayer(const QString &userName, int roomId, int gameId, int playerId);
|
void removePersistentPlayer(const QString &userName, int roomId, int gameId, int playerId);
|
||||||
QList<PlayerReference> getPersistentPlayerReferences(const QString &userName) const;
|
QList<PlayerReference> getPersistentPlayerReferences(const QString &userName) const;
|
||||||
private:
|
private:
|
||||||
|
bool threaded;
|
||||||
QMultiMap<QString, PlayerReference> persistentPlayers;
|
QMultiMap<QString, PlayerReference> persistentPlayers;
|
||||||
mutable QReadWriteLock persistentPlayersLock;
|
mutable QReadWriteLock persistentPlayersLock;
|
||||||
protected slots:
|
protected slots:
|
||||||
|
|
|
@ -108,7 +108,7 @@ void Servatrice_IslServer::incomingConnection(int socketDescriptor)
|
||||||
}
|
}
|
||||||
|
|
||||||
Servatrice::Servatrice(QSettings *_settings, QObject *parent)
|
Servatrice::Servatrice(QSettings *_settings, QObject *parent)
|
||||||
: Server(parent), settings(_settings), uptime(0), shutdownTimer(0)
|
: Server(true, parent), settings(_settings), uptime(0), shutdownTimer(0)
|
||||||
{
|
{
|
||||||
qRegisterMetaType<QSqlDatabase>("QSqlDatabase");
|
qRegisterMetaType<QSqlDatabase>("QSqlDatabase");
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue