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Clean up threading

* Rename everything.
    * Strip J prefix.
    * Change UpperCamelCase functions to lowerCamelCase.
  * Remove global (!) semaphore count mutex on OSX.
  * Remove semaphore count getter (unused, unsafe, depended on internal
    API functions on Windows, and used a hack on OSX).
  * Add `Atomic<type>`.
  * Make `Thread` handle thread names.
  * Add support for C++11 multi-threading.
  * Combine pthread and win32 sources.
  * Remove `ThreadStarted` (unused, unneeded).
  * Move some includes from the headers to the sources.
  * Move all of `Event` into its header (allows inlining with no new includes).
  * Make `Event` use `Semaphore` (except on Windows).
  * Move some porting functions into `Thread`.
  * Integrate logging with `Thread`.
  * Add threading test.
This commit is contained in:
ShadowNinja 2015-04-07 06:13:12 -04:00
parent 6a1047d8c1
commit e4bff8be94
77 changed files with 1594 additions and 2046 deletions

View file

@ -347,7 +347,7 @@ void ParticleManager::step(float dtime)
void ParticleManager::stepSpawners (float dtime)
{
JMutexAutoLock lock(m_spawner_list_lock);
MutexAutoLock lock(m_spawner_list_lock);
for(std::map<u32, ParticleSpawner*>::iterator i =
m_particle_spawners.begin();
i != m_particle_spawners.end();)
@ -367,7 +367,7 @@ void ParticleManager::stepSpawners (float dtime)
void ParticleManager::stepParticles (float dtime)
{
JMutexAutoLock lock(m_particle_list_lock);
MutexAutoLock lock(m_particle_list_lock);
for(std::vector<Particle*>::iterator i = m_particles.begin();
i != m_particles.end();)
{
@ -387,8 +387,8 @@ void ParticleManager::stepParticles (float dtime)
void ParticleManager::clearAll ()
{
JMutexAutoLock lock(m_spawner_list_lock);
JMutexAutoLock lock2(m_particle_list_lock);
MutexAutoLock lock(m_spawner_list_lock);
MutexAutoLock lock2(m_particle_list_lock);
for(std::map<u32, ParticleSpawner*>::iterator i =
m_particle_spawners.begin();
i != m_particle_spawners.end();)
@ -411,7 +411,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
scene::ISceneManager* smgr, LocalPlayer *player)
{
if (event->type == CE_DELETE_PARTICLESPAWNER) {
JMutexAutoLock lock(m_spawner_list_lock);
MutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->delete_particlespawner.id) !=
m_particle_spawners.end())
{
@ -425,7 +425,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
if (event->type == CE_ADD_PARTICLESPAWNER) {
{
JMutexAutoLock lock(m_spawner_list_lock);
MutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->add_particlespawner.id) !=
m_particle_spawners.end())
{
@ -465,7 +465,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
delete event->add_particlespawner.maxacc;
{
JMutexAutoLock lock(m_spawner_list_lock);
MutexAutoLock lock(m_spawner_list_lock);
m_particle_spawners.insert(
std::pair<u32, ParticleSpawner*>(
event->add_particlespawner.id,
@ -568,6 +568,6 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
void ParticleManager::addParticle(Particle* toadd)
{
JMutexAutoLock lock(m_particle_list_lock);
MutexAutoLock lock(m_particle_list_lock);
m_particles.push_back(toadd);
}