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

This commit is contained in:
Max-Wilhelm Bruker
2012-05-28 19:34:07 +02:00
parent 9af69f53af
commit d7e7606104
9 changed files with 30 additions and 23 deletions

View File

@@ -35,8 +35,8 @@
#include <QThread>
#include <QDebug>
Server::Server(QObject *parent)
: QObject(parent), clientsLock(QReadWriteLock::Recursive)
Server::Server(bool _threaded, QObject *parent)
: QObject(parent), threaded(_threaded), clientsLock(QReadWriteLock::Recursive)
{
qRegisterMetaType<ServerInfo_Game>("ServerInfo_Game");
qRegisterMetaType<ServerInfo_Room>("ServerInfo_Room");
@@ -56,20 +56,27 @@ Server::~Server()
void Server::prepareDestroy()
{
clientsLock.lockForRead();
for (int i = 0; i < clients.size(); ++i)
QMetaObject::invokeMethod(clients.at(i), "prepareDestroy", Qt::QueuedConnection);
clientsLock.unlock();
// dirty :(
bool done = false;
do {
usleep(10000);
if (threaded) {
clientsLock.lockForRead();
if (clients.isEmpty())
done = true;
for (int i = 0; i < clients.size(); ++i)
QMetaObject::invokeMethod(clients.at(i), "prepareDestroy", Qt::QueuedConnection);
clientsLock.unlock();
} while (!done);
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();
}
roomsLock.lockForWrite();
QMapIterator<int, Server_Room *> roomIterator(rooms);