fix segfault in loadingscreen when staring campaigns,
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2b565b9abe
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249792e08d
2 changed files with 4 additions and 6 deletions
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@ -74,8 +74,8 @@ game_display::game_display(game_board& board, CVideo& video, boost::weak_ptr<wb:
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const tod_manager& tod,
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const config& theme_cfg,
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const config& level,
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bool dummy) :
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display(&board, video, wb, reports_object, theme_cfg, level, !dummy),
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bool) :
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display(&board, video, wb, reports_object, theme_cfg, level, false),
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overlay_map_(),
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attack_indicator_src_(),
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attack_indicator_dst_(),
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@ -257,10 +257,6 @@ void play_controller::init(CVideo& video, const config& level)
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LOG_NG << "building terrain rules... " << (SDL_GetTicks() - ticks()) << std::endl;
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gui2::tloadscreen::progress("build terrain");
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//NOTE: since the loading now happens in a sperate thread creating the game_display object here is dangerous.
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// for example becasue it might registers an sdl_handler while the main thread is calling events::pump
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//TODO: Find a way to move the sdl_handler::join() calls out of here.
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gui_.reset(new game_display(gamestate().board_, video, whiteboard_manager_, *gamestate().reports_, gamestate().tod_manager_, theme_cfg, level));
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if (!gui_->video().faked()) {
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if (saved_game_.mp_settings().mp_countdown)
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@ -313,6 +309,8 @@ void play_controller::init(CVideo& video, const config& level)
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plugins_context_->set_callback("save_replay", boost::bind(&play_controller::save_replay_auto, this, boost::bind(get_str, _1, "filename" )), true);
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plugins_context_->set_callback("quit", throw_end_level(), false);
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});
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//Do this after the loadingscreen, so that ita happens in the main thread.
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gui_->join();
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}
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void play_controller::reset_gamestate(const config& level, int replay_pos)
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