Commit d7e76061 authored by Max-Wilhelm Bruker's avatar Max-Wilhelm Bruker
Browse files

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

parent 9af69f53
...@@ -3,7 +3,7 @@ ...@@ -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() ...@@ -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: ...@@ -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) ...@@ -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: ...@@ -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) ...@@ -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) ...@@ -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 @@ ...@@ -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() ...@@ -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();
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(); clientsLock.unlock();
} while (!done); }
roomsLock.lockForWrite(); roomsLock.lockForWrite();
QMapIterator<int, Server_Room *> roomIterator(rooms); QMapIterator<int, Server_Room *> roomIterator(rooms);
......
...@@ -41,7 +41,7 @@ private slots: ...@@ -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: ...@@ -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) ...@@ -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");
} }
......
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