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author | ShadowNinja <shadowninja@minetest.net> | 2015-04-07 06:13:12 -0400 |
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committer | ShadowNinja <shadowninja@minetest.net> | 2015-08-23 22:04:06 -0400 |
commit | e4bff8be94c0db4f94e63ad448d0eeb869ccdbbd (patch) | |
tree | 7935586e79da5c8c7144e345a8c0fc1cda53beed /src/clientmap.cpp | |
parent | 6a1047d8c116f793890b63427d53f04ceca95d54 (diff) | |
download | minetest-e4bff8be94c0db4f94e63ad448d0eeb869ccdbbd.tar.gz minetest-e4bff8be94c0db4f94e63ad448d0eeb869ccdbbd.tar.bz2 minetest-e4bff8be94c0db4f94e63ad448d0eeb869ccdbbd.zip |
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.
Diffstat (limited to 'src/clientmap.cpp')
-rw-r--r-- | src/clientmap.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/clientmap.cpp b/src/clientmap.cpp index 288a12135..b890e338b 100644 --- a/src/clientmap.cpp +++ b/src/clientmap.cpp @@ -70,7 +70,7 @@ ClientMap::ClientMap( ClientMap::~ClientMap() { - /*JMutexAutoLock lock(mesh_mutex); + /*MutexAutoLock lock(mesh_mutex); if(mesh != NULL) { @@ -94,7 +94,7 @@ MapSector * ClientMap::emergeSector(v2s16 p2d) ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef); { - //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out + //MutexAutoLock lock(m_sector_mutex); // Bulk comment-out m_sectors[p2d] = sector; } @@ -157,12 +157,12 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) } m_drawlist.clear(); - m_camera_mutex.Lock(); + m_camera_mutex.lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; //v3s16 camera_offset = m_camera_offset; - m_camera_mutex.Unlock(); + m_camera_mutex.unlock(); // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. @@ -263,7 +263,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) Ignore if mesh doesn't exist */ { - //JMutexAutoLock lock(block->mesh_mutex); + //MutexAutoLock lock(block->mesh_mutex); if(block->mesh == NULL){ blocks_in_range_without_mesh++; @@ -433,11 +433,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) int crack = m_client->getCrackLevel(); u32 daynight_ratio = m_client->getEnv().getDayNightRatio(); - m_camera_mutex.Lock(); + m_camera_mutex.lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; - m_camera_mutex.Unlock(); + m_camera_mutex.unlock(); /* Get all blocks and draw all visible ones @@ -504,7 +504,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) // Mesh animation { - //JMutexAutoLock lock(block->mesh_mutex); + //MutexAutoLock lock(block->mesh_mutex); MapBlockMesh *mapBlockMesh = block->mesh; assert(mapBlockMesh); // Pretty random but this should work somewhat nicely @@ -534,7 +534,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) Get the meshbuffers of the block */ { - //JMutexAutoLock lock(block->mesh_mutex); + //MutexAutoLock lock(block->mesh_mutex); MapBlockMesh *mapBlockMesh = block->mesh; assert(mapBlockMesh); @@ -799,9 +799,9 @@ void ClientMap::renderPostFx(CameraMode cam_mode) // Sadly ISceneManager has no "post effects" render pass, in that case we // could just register for that and handle it in renderMap(). - m_camera_mutex.Lock(); + m_camera_mutex.lock(); v3f camera_position = m_camera_position; - m_camera_mutex.Unlock(); + m_camera_mutex.unlock(); MapNode n = getNodeNoEx(floatToInt(camera_position, BS)); |