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@@ -104,7 +104,7 @@
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#include "../lib/spells/CSpellHandler.h"
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// The macro below is used to mark functions that are called by client when game state changes.
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-// They all assume that CPlayerInterface::pim mutex is locked.
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+// They all assume that interface mutex is locked.
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#define EVENT_HANDLER_CALLED_BY_CLIENT
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#define BATTLE_EVENT_POSSIBLE_RETURN \
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@@ -751,7 +751,7 @@ void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * sta
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{
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//FIXME: we want client rendering to proceed while AI is making actions
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// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
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- auto unlockPim = vstd::makeUnlockGuard(GH.interfaceMutex);
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+ auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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autofightingAI->activeStack(battleID, stack);
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return;
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}
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@@ -1339,7 +1339,7 @@ void CPlayerInterface::waitWhileDialog()
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return;
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}
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- auto unlock = vstd::makeUnlockGuard(GH.interfaceMutex);
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+ auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::unique_lock<boost::mutex> un(showingDialog->mx);
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while(showingDialog->data)
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showingDialog->cond.wait(un);
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@@ -1378,7 +1378,7 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
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GH.windows().totalRedraw();
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{
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IgnoreEvents ignore(*this);
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- auto unlockPim = vstd::makeUnlockGuard(GH.interfaceMutex);
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+ auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
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}
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}
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@@ -1815,7 +1815,7 @@ void CPlayerInterface::waitForAllDialogs()
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{
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while(!dialogs.empty())
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{
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- auto unlock = vstd::makeUnlockGuard(GH.interfaceMutex);
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+ auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
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}
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waitWhileDialog();
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