forked from mirror/OpenTTD
Codechange: Replace custom mutex code with C++11 mutex'es.
A conforming compiler with a valid <mutex>-header is expected. Most parts of the code assume that locking a mutex will never fail unexpectedly, which is generally true on all common platforms that don't just pretend to be C++11. The use of condition variables in driver code is checked.
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@@ -1308,8 +1308,8 @@ void DrawDirtyBlocks()
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if (HasModalProgress()) {
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/* We are generating the world, so release our rights to the map and
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* painting while we are waiting a bit. */
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_modal_progress_paint_mutex->EndCritical();
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_modal_progress_work_mutex->EndCritical();
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_modal_progress_paint_mutex.unlock();
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_modal_progress_work_mutex.unlock();
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/* Wait a while and update _realtime_tick so we are given the rights */
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if (!IsFirstModalProgressLoop()) CSleep(MODAL_PROGRESS_REDRAW_TIMEOUT);
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@@ -1317,9 +1317,9 @@ void DrawDirtyBlocks()
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/* Modal progress thread may need blitter access while we are waiting for it. */
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VideoDriver::GetInstance()->ReleaseBlitterLock();
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_modal_progress_paint_mutex->BeginCritical();
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_modal_progress_paint_mutex.lock();
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VideoDriver::GetInstance()->AcquireBlitterLock();
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_modal_progress_work_mutex->BeginCritical();
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_modal_progress_work_mutex.lock();
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/* When we ended with the modal progress, do not draw the blocks.
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* Simply let the next run do so, otherwise we would be loading
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