Fixed a deadlock
FS #363 git-svn-id: http://mc-server.googlecode.com/svn/trunk@1421 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -349,6 +349,18 @@ bool cRoot::ForEachWorld(cWorldListCallback & a_Callback)
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void cRoot::TickWorlds(float a_Dt)
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{
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// Execute any pending commands:
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AStringVector PendingCommands;
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{
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cCSLock Lock(m_CSPendingCommands);
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std::swap(PendingCommands, m_PendingCommands);
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}
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for (AStringVector::iterator itr = PendingCommands.begin(), end = PendingCommands.end(); itr != end; ++itr)
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{
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DoExecuteConsoleCommand(*itr);
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}
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// Tick the worlds:
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for (WorldMap::iterator itr = m_WorldsByName.begin(); itr != m_WorldsByName.end(); ++itr)
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{
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itr->second->Tick(a_Dt);
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@ -360,6 +372,17 @@ void cRoot::TickWorlds(float a_Dt)
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void cRoot::ExecuteConsoleCommand(const AString & a_Cmd)
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{
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// Put the command into a queue (Alleviates FS #363):
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cCSLock Lock(m_CSPendingCommands);
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m_PendingCommands.push_back(a_Cmd);
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}
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void cRoot::DoExecuteConsoleCommand(const AString & a_Cmd)
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{
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LOG("Executing console command: \"%s\"", a_Cmd.c_str());
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m_Server->ExecuteConsoleCommand(a_Cmd);
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@ -62,7 +62,7 @@ public:
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cPluginManager * GetPluginManager (void) { return m_PluginManager; } // tolua_export
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cAuthenticator & GetAuthenticator (void) { return m_Authenticator; }
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/// Executes a console command through the cServer class; does special handling for "stop" and "restart".
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/// Queues a console command for execution through the cServer class; does special handling for "stop" and "restart".
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void ExecuteConsoleCommand(const AString & a_Cmd); // tolua_export
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/// Kicks the user, no matter in what world they are. Used from cAuthenticator
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@ -89,19 +89,14 @@ public:
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static AString GetProtocolVersionTextFromInt(int a_ProtocolVersionNum); // tolua_export
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private:
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void LoadGlobalSettings();
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typedef std::map< AString, cWorld* > WorldMap;
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cWorld* m_pDefaultWorld;
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WorldMap m_WorldsByName;
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cCriticalSection m_CSPendingCommands;
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AStringVector m_PendingCommands;
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/// Loads the worlds from settings.ini, creates the worldmap
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void LoadWorlds(void);
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/// Starts each world's life
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void StartWorlds(void);
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/// Stops each world's threads, so that it's safe to unload them
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void StopWorlds(void);
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/// Unloads all worlds from memory
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void UnloadWorlds(void);
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cThread * m_InputThread;
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cServer * m_Server;
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cMonsterConfig * m_MonsterConfig;
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@ -118,11 +113,23 @@ private:
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bool m_bStop;
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bool m_bRestart;
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typedef std::map< AString, cWorld* > WorldMap;
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cWorld* m_pDefaultWorld;
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WorldMap m_WorldsByName;
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void LoadGlobalSettings();
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/// Loads the worlds from settings.ini, creates the worldmap
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void LoadWorlds(void);
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/// Starts each world's life
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void StartWorlds(void);
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/// Stops each world's threads, so that it's safe to unload them
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void StopWorlds(void);
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/// Unloads all worlds from memory
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void UnloadWorlds(void);
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/// Does the actual work of executing a command
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void DoExecuteConsoleCommand(const AString & a_Cmd);
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cThread* m_InputThread;
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static void InputThread(void* a_Params);
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static cRoot* s_Root;
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