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

@ -3,7 +3,7 @@
#include "server_room.h"
LocalServer::LocalServer(QObject *parent)
: Server(parent)
: Server(false, parent)
{
setDatabaseInterface(new LocalServer_DatabaseInterface(this));
addRoom(new Server_Room(0, QString(), QString(), false, QString(), QStringList(), this));

View file

@ -792,7 +792,7 @@ void Player::actAlwaysRevealTopCard()
void Player::actOpenDeckInDeckEditor()
{
emit openDeckEditor(*deck);
emit openDeckEditor(deck);
}
void Player::actViewGraveyard()

View file

@ -77,7 +77,7 @@ public:
class Player : public QObject, public QGraphicsItem {
Q_OBJECT
signals:
void openDeckEditor(const DeckLoader &deck);
void openDeckEditor(const DeckLoader *deck);
void newCardAdded(AbstractCardItem *card);
// Log events
void logSay(Player *player, QString message);

View file

@ -733,7 +733,7 @@ Player *TabGame::addPlayer(int playerId, const ServerInfo_User &info)
{
bool local = ((clients.size() > 1) || (playerId == localPlayerId));
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);
connect(newPlayer, SIGNAL(newCardAdded(AbstractCardItem *)), this, SLOT(newCardAdded(AbstractCardItem *)));

View file

@ -171,7 +171,7 @@ signals:
void containerProcessingStarted(const GameEventContext &context);
void containerProcessingDone();
void openMessageDialog(const QString &userName, bool focus);
void openDeckEditor(const DeckLoader &deck);
void openDeckEditor(const DeckLoader *deck);
private slots:
void replayNextEvent();
void replayFinished();

View file

@ -280,8 +280,7 @@ void TabSupervisor::gameJoined(const Event_GameJoined &event)
TabGame *tab = new TabGame(this, QList<AbstractClient *>() << client, event, roomGameTypes);
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(openDeckEditor(DeckList *, QString, DeckList::FileFormat)), this, SLOT(addDeckEditorTab(DeckList *, QString, DeckList::FileFormat)));
connect(tab, SIGNAL(openDeckEditor(DeckList *, int)), this, SLOT(addDeckEditorTab(DeckList *, int)));
connect(tab, SIGNAL(openDeckEditor(const DeckLoader *)), this, SLOT(addDeckEditorTab(const DeckLoader *)));
int tabIndex = myAddTab(tab);
addCloseButtonToTab(tab, tabIndex);
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>());
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);
addCloseButtonToTab(tab, tabIndex);
gameTabs.insert(event.game_info().game_id(), tab);

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:

View file

@ -108,7 +108,7 @@ void Servatrice_IslServer::incomingConnection(int socketDescriptor)
}
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");
}