From fed12f774c646a949df1dc84fed9962d1f5bcce2 Mon Sep 17 00:00:00 2001 From: hiker Date: Thu, 8 Dec 2016 09:46:44 +1100 Subject: [PATCH] Fixed potential deadlock, made debug output more useful. --- src/network/protocols/server_lobby.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/network/protocols/server_lobby.cpp b/src/network/protocols/server_lobby.cpp index 103adc26a..144ba5e5b 100644 --- a/src/network/protocols/server_lobby.cpp +++ b/src/network/protocols/server_lobby.cpp @@ -217,8 +217,8 @@ void ServerLobby::update(float dt) signalRaceStartToClients(); m_server_delay = 0.02f; m_client_ready_count.getData() = 0; - m_client_ready_count.unlock(); } + m_client_ready_count.unlock(); // Initialise counter again, to wait for all clients to indicate that // they have started the race/ break; @@ -887,11 +887,11 @@ void ServerLobby::finishedLoadingWorldClient(Event *event) m_client_ready_count.unlock(); return; } - Log::info("ServerLobbyeProtocol", "Player %d is ready (%d/%d).", - player_id, m_client_ready_count.getData(), - m_game_setup->getPlayerCount() ); m_player_states[player_id] = true; m_client_ready_count.getData()++; + Log::info("ServerLobbyeProtocol", "Player %d is ready (%d/%d).", + player_id, m_client_ready_count.getData(), + m_game_setup->getPlayerCount()); } m_client_ready_count.unlock();