add ActionQueue, rather than leaving random variables lying around in Game.cs
This commit is contained in:
@@ -75,6 +75,7 @@
|
|||||||
<Compile Include="PackageEntry.cs" />
|
<Compile Include="PackageEntry.cs" />
|
||||||
<Compile Include="Palette.cs" />
|
<Compile Include="Palette.cs" />
|
||||||
<Compile Include="PlayerColorRemap.cs" />
|
<Compile Include="PlayerColorRemap.cs" />
|
||||||
|
<Compile Include="Primitives\ActionQueue.cs" />
|
||||||
<Compile Include="Primitives\DisposableAction.cs" />
|
<Compile Include="Primitives\DisposableAction.cs" />
|
||||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||||
<Compile Include="Thirdparty\Random.cs" />
|
<Compile Include="Thirdparty\Random.cs" />
|
||||||
|
|||||||
40
OpenRA.FileFormats/Primitives/ActionQueue.cs
Normal file
40
OpenRA.FileFormats/Primitives/ActionQueue.cs
Normal file
@@ -0,0 +1,40 @@
|
|||||||
|
#region Copyright & License Information
|
||||||
|
/*
|
||||||
|
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
|
||||||
|
* This file is part of OpenRA, which is free software. It is made
|
||||||
|
* available to you under the terms of the GNU General Public License
|
||||||
|
* as published by the Free Software Foundation. For more information,
|
||||||
|
* see LICENSE.
|
||||||
|
*/
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace OpenRA.FileFormats
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// A thread-safe action queue, suitable for passing units of work between threads.
|
||||||
|
/// </summary>
|
||||||
|
public class ActionQueue
|
||||||
|
{
|
||||||
|
object syncRoot = new object();
|
||||||
|
Action actions = () => { };
|
||||||
|
|
||||||
|
public void Add(Action a)
|
||||||
|
{
|
||||||
|
lock (syncRoot)
|
||||||
|
actions += a;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PerformActions()
|
||||||
|
{
|
||||||
|
Action a;
|
||||||
|
lock (syncRoot)
|
||||||
|
{
|
||||||
|
a = actions;
|
||||||
|
actions = () => { };
|
||||||
|
}
|
||||||
|
a();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -102,9 +102,9 @@ namespace OpenRA
|
|||||||
return Widget.OpenWindow(widget, new Dictionary<string,object>{{ "world", world }, { "orderManager", orderManager }, { "worldRenderer", worldRenderer }});
|
return Widget.OpenWindow(widget, new Dictionary<string,object>{{ "world", world }, { "orderManager", orderManager }, { "worldRenderer", worldRenderer }});
|
||||||
}
|
}
|
||||||
|
|
||||||
static object syncroot = new object();
|
static ActionQueue afterTickActions = new ActionQueue();
|
||||||
static Action tickActions = () => {};
|
public static void RunAfterTick(Action a) { afterTickActions.Add(a); }
|
||||||
public static void RunAfterTick(Action a) { lock(syncroot) tickActions += a; }
|
|
||||||
static void Tick( OrderManager orderManager, Viewport viewPort )
|
static void Tick( OrderManager orderManager, Viewport viewPort )
|
||||||
{
|
{
|
||||||
if (orderManager.Connection.ConnectionState != lastConnectionState)
|
if (orderManager.Connection.ConnectionState != lastConnectionState)
|
||||||
@@ -128,9 +128,8 @@ namespace OpenRA
|
|||||||
PerfHistory.items["batches"].Tick();
|
PerfHistory.items["batches"].Tick();
|
||||||
|
|
||||||
MasterServerQuery.Tick();
|
MasterServerQuery.Tick();
|
||||||
Action a;
|
|
||||||
lock(syncroot) { a = tickActions; tickActions = () => {}; }
|
afterTickActions.PerformActions();
|
||||||
a();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void Tick( OrderManager orderManager )
|
private static void Tick( OrderManager orderManager )
|
||||||
|
|||||||
Reference in New Issue
Block a user