(svn r2939) Fix racing condition when using threaded saving (last one I hope).

When game is saved and you save again you get an error message (not when autosaving) and it's aborted. When a game is loaded in the meanwhile execution pauses until saving thread finishes.
pull/155/head
Darkvater 19 years ago
parent 3942ff203e
commit 52bd795bbb

@ -1296,7 +1296,7 @@ static void* SaveFileToDisk(void *arg)
static byte *tmp = NULL;
uint32 hdr[2];
if (save_thread != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_START);
if (arg != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_START);
tmp = _sl.buf;
@ -1307,8 +1307,9 @@ static void* SaveFileToDisk(void *arg)
_sl.buf = tmp;
_sl.excpt_uninit();
ShowInfoF("Save game failed: %s.", _sl.excpt_msg);
OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_ERROR);
fprintf(stderr, "Save game failed: %s.", _sl.excpt_msg);
if (arg != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_ERROR);
else SaveFileError();
return NULL;
}
@ -1343,7 +1344,7 @@ static void* SaveFileToDisk(void *arg)
GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
fclose(_sl.fh);
if (save_thread != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE);
if (arg != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE);
return NULL;
}
@ -1365,19 +1366,17 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode)
{
uint32 hdr[2];
const SaveLoadFormat *fmt;
uint version;
uint version;
/* An instance of saving is already active, so wait until it is done */
if (_ts.saveinprogress) {
/* An instance of saving is already active, so don't go saving again */
if (_ts.saveinprogress && mode == SL_SAVE) {
// if not an autosave, but a user action, show error message
if (!_do_autosave) ShowErrorMessage(_error_message, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
WaitTillSaved();
// nonsense to do an autosave while we were still saving our game, so skip it
if (_do_autosave) return SL_OK;
} else {
WaitTillSaved();
return SL_OK;
}
WaitTillSaved();
/* Load a TTDLX or TTDPatch game */
/* Load a TTDLX or TTDPatch game */
if (mode == SL_OLD_LOAD) {
InitializeGame(256, 256); // set a mapsize of 256x256 for TTDPatch games or it might get confused
if (!LoadOldSaveGame(filename)) return SL_REINIT;
@ -1417,8 +1416,8 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode)
return SL_ERROR;
}
/* We first initialize here to avoid: "warning: variable `version' might
* be clobbered by `longjmp' or `vfork'" */
/* We first initialize here to avoid: "warning: variable `version' might
* be clobbered by `longjmp' or `vfork'" */
version = 0;
/* General tactic is to first save the game to memory, then use an available writer
@ -1441,7 +1440,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode)
/* Write to file */
if (_network_server ||
(save_thread = OTTDCreateThread(&SaveFileToDisk, NULL)) == NULL) {
(save_thread = OTTDCreateThread(&SaveFileToDisk, (void*)"")) == NULL) {
DEBUG(misc, 1) ("cannot create savegame thread, reverting to single-threaded mode...");
SaveFileToDisk(NULL);
}

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