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.
This commit is contained in:
Michael Lutz
2019-03-11 00:45:39 +01:00
parent 3b86f54fc7
commit 05f4e73608
19 changed files with 187 additions and 426 deletions

View File

@@ -1308,8 +1308,8 @@ void DrawDirtyBlocks()
if (HasModalProgress()) {
/* We are generating the world, so release our rights to the map and
* painting while we are waiting a bit. */
_modal_progress_paint_mutex->EndCritical();
_modal_progress_work_mutex->EndCritical();
_modal_progress_paint_mutex.unlock();
_modal_progress_work_mutex.unlock();
/* Wait a while and update _realtime_tick so we are given the rights */
if (!IsFirstModalProgressLoop()) CSleep(MODAL_PROGRESS_REDRAW_TIMEOUT);
@@ -1317,9 +1317,9 @@ void DrawDirtyBlocks()
/* Modal progress thread may need blitter access while we are waiting for it. */
VideoDriver::GetInstance()->ReleaseBlitterLock();
_modal_progress_paint_mutex->BeginCritical();
_modal_progress_paint_mutex.lock();
VideoDriver::GetInstance()->AcquireBlitterLock();
_modal_progress_work_mutex->BeginCritical();
_modal_progress_work_mutex.lock();
/* When we ended with the modal progress, do not draw the blocks.
* Simply let the next run do so, otherwise we would be loading