fixed 'open deck in deck editor' option in game, fixed freeze when closing local game
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parent
9af69f53af
commit
d7e7606104
9 changed files with 30 additions and 23 deletions
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@ -3,7 +3,7 @@
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#include "server_room.h"
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LocalServer::LocalServer(QObject *parent)
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: Server(parent)
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: Server(false, parent)
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{
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setDatabaseInterface(new LocalServer_DatabaseInterface(this));
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addRoom(new Server_Room(0, QString(), QString(), false, QString(), QStringList(), this));
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@ -792,7 +792,7 @@ void Player::actAlwaysRevealTopCard()
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void Player::actOpenDeckInDeckEditor()
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{
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emit openDeckEditor(*deck);
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emit openDeckEditor(deck);
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}
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void Player::actViewGraveyard()
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@ -77,7 +77,7 @@ public:
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class Player : public QObject, public QGraphicsItem {
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Q_OBJECT
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signals:
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void openDeckEditor(const DeckLoader &deck);
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void openDeckEditor(const DeckLoader *deck);
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void newCardAdded(AbstractCardItem *card);
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// Log events
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void logSay(Player *player, QString message);
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@ -733,7 +733,7 @@ Player *TabGame::addPlayer(int playerId, const ServerInfo_User &info)
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{
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bool local = ((clients.size() > 1) || (playerId == localPlayerId));
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Player *newPlayer = new Player(info, playerId, local, this);
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connect(newPlayer, SIGNAL(openDeckEditor(DeckList *)), this, SIGNAL(openDeckEditor(DeckList *)));
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connect(newPlayer, SIGNAL(openDeckEditor(const DeckLoader *)), this, SIGNAL(openDeckEditor(const DeckLoader *)));
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scene->addPlayer(newPlayer);
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connect(newPlayer, SIGNAL(newCardAdded(AbstractCardItem *)), this, SLOT(newCardAdded(AbstractCardItem *)));
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@ -171,7 +171,7 @@ signals:
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void containerProcessingStarted(const GameEventContext &context);
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void containerProcessingDone();
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void openMessageDialog(const QString &userName, bool focus);
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void openDeckEditor(const DeckLoader &deck);
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void openDeckEditor(const DeckLoader *deck);
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private slots:
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void replayNextEvent();
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void replayFinished();
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@ -280,8 +280,7 @@ void TabSupervisor::gameJoined(const Event_GameJoined &event)
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TabGame *tab = new TabGame(this, QList<AbstractClient *>() << client, event, roomGameTypes);
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connect(tab, SIGNAL(gameClosing(TabGame *)), this, SLOT(gameLeft(TabGame *)));
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connect(tab, SIGNAL(openMessageDialog(const QString &, bool)), this, SLOT(addMessageTab(const QString &, bool)));
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connect(tab, SIGNAL(openDeckEditor(DeckList *, QString, DeckList::FileFormat)), this, SLOT(addDeckEditorTab(DeckList *, QString, DeckList::FileFormat)));
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connect(tab, SIGNAL(openDeckEditor(DeckList *, int)), this, SLOT(addDeckEditorTab(DeckList *, int)));
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connect(tab, SIGNAL(openDeckEditor(const DeckLoader *)), this, SLOT(addDeckEditorTab(const DeckLoader *)));
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int tabIndex = myAddTab(tab);
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addCloseButtonToTab(tab, tabIndex);
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gameTabs.insert(event.game_info().game_id(), tab);
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@ -292,7 +291,7 @@ void TabSupervisor::localGameJoined(const Event_GameJoined &event)
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{
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TabGame *tab = new TabGame(this, localClients, event, QMap<int, QString>());
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connect(tab, SIGNAL(gameClosing(TabGame *)), this, SLOT(gameLeft(TabGame *)));
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connect(tab, SIGNAL(openDeckEditor(DeckList *)), this, SLOT(addDeckEditorTab(DeckList *)));
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connect(tab, SIGNAL(openDeckEditor(const DeckLoader *)), this, SLOT(addDeckEditorTab(const DeckLoader *)));
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int tabIndex = myAddTab(tab);
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addCloseButtonToTab(tab, tabIndex);
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gameTabs.insert(event.game_info().game_id(), tab);
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@ -35,8 +35,8 @@
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#include <QThread>
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#include <QDebug>
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Server::Server(QObject *parent)
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: QObject(parent), clientsLock(QReadWriteLock::Recursive)
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Server::Server(bool _threaded, QObject *parent)
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: QObject(parent), threaded(_threaded), clientsLock(QReadWriteLock::Recursive)
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{
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qRegisterMetaType<ServerInfo_Game>("ServerInfo_Game");
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qRegisterMetaType<ServerInfo_Room>("ServerInfo_Room");
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@ -56,12 +56,13 @@ Server::~Server()
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void Server::prepareDestroy()
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{
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// dirty :(
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if (threaded) {
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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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// dirty :(
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bool done = false;
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do {
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usleep(10000);
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@ -70,6 +71,12 @@ void Server::prepareDestroy()
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done = true;
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clientsLock.unlock();
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} while (!done);
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} else {
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clientsLock.lockForWrite();
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while (!clients.isEmpty())
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clients.first()->prepareDestroy();
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clientsLock.unlock();
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}
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roomsLock.lockForWrite();
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QMapIterator<int, Server_Room *> roomIterator(rooms);
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@ -41,7 +41,7 @@ private slots:
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void broadcastRoomUpdate(const ServerInfo_Room &roomInfo, bool sendToIsl = false);
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public:
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mutable QReadWriteLock clientsLock, roomsLock; // locking order: roomsLock before clientsLock
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Server(QObject *parent = 0);
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Server(bool _threaded, QObject *parent = 0);
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~Server();
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AuthenticationResult loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reason, int &secondsLeft);
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const QMap<int, Server_Room *> &getRooms() { return rooms; }
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@ -79,6 +79,7 @@ public:
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void removePersistentPlayer(const QString &userName, int roomId, int gameId, int playerId);
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QList<PlayerReference> getPersistentPlayerReferences(const QString &userName) const;
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private:
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bool threaded;
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QMultiMap<QString, PlayerReference> persistentPlayers;
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mutable QReadWriteLock persistentPlayersLock;
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protected slots:
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@ -108,7 +108,7 @@ void Servatrice_IslServer::incomingConnection(int socketDescriptor)
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}
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Servatrice::Servatrice(QSettings *_settings, QObject *parent)
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: Server(parent), settings(_settings), uptime(0), shutdownTimer(0)
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: Server(true, parent), settings(_settings), uptime(0), shutdownTimer(0)
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{
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qRegisterMetaType<QSqlDatabase>("QSqlDatabase");
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}
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