add ActionQueue, rather than leaving random variables lying around in Game.cs

This commit is contained in:
Chris Forbes
2011-01-27 21:46:36 +13:00
parent c1fefe0b96
commit d3ddefbaa3
3 changed files with 47 additions and 7 deletions

View File

@@ -101,10 +101,10 @@ namespace OpenRA
{
return Widget.OpenWindow(widget, new Dictionary<string,object>{{ "world", world }, { "orderManager", orderManager }, { "worldRenderer", worldRenderer }});
}
static object syncroot = new object();
static Action tickActions = () => {};
public static void RunAfterTick(Action a) { lock(syncroot) tickActions += a; }
static ActionQueue afterTickActions = new ActionQueue();
public static void RunAfterTick(Action a) { afterTickActions.Add(a); }
static void Tick( OrderManager orderManager, Viewport viewPort )
{
if (orderManager.Connection.ConnectionState != lastConnectionState)
@@ -128,9 +128,8 @@ namespace OpenRA
PerfHistory.items["batches"].Tick();
MasterServerQuery.Tick();
Action a;
lock(syncroot) { a = tickActions; tickActions = () => {}; }
a();
afterTickActions.PerformActions();
}
private static void Tick( OrderManager orderManager )