Fix 0.9.18 desync:
CreateNetGame() slot creates signal-slot connections from hwnet to hwgame.
The problem is that this slot is called asynchronously using queued connection,
and hwnet could send some signals to hwgame before hwgame object
is created and connected.
Changed this to direct connection. Also changed connections to hwgame object
to queued, but this is unrelated.
Sorry, it is frontend patch. Maybe a little delay on server side could help,
but not much, as tcp packets could get glued on client's side, and that greately
depends on pc and internet connection performance.
Frontend should be reworked to be safe for queued connections, as it is extemely
dangerous to have a mix of queued/direct connections.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uCaptions;
interface
uses uTypes;
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
procedure DrawCaptions;
procedure ReloadCaptions(unload: boolean);
procedure initModule;
procedure freeModule;
implementation
uses uTextures, uRenderUtils, uVariables, uRender;
type TCaptionStr = record
Tex: PTexture;
EndTime: LongWord;
Text: shortstring;
Color: Longword
end;
var
Captions: array[TCapGroup] of TCaptionStr;
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
begin
if Captions[Group].Text <> s then
begin
FreeTexture(Captions[Group].Tex);
Captions[Group].Tex:= nil
end;
if Captions[Group].Tex = nil then
begin
Captions[Group].Color:= Color;
Captions[Group].Text:= s;
Captions[Group].Tex:= RenderStringTex(s, Color, fntBig)
end;
case Group of
capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
else
Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
end;
end;
// For uStore texture recreation
procedure ReloadCaptions(unload: boolean);
var Group: TCapGroup;
begin
for Group:= Low(TCapGroup) to High(TCapGroup) do
if unload then
FreeTexture(Captions[Group].Tex)
else if Captions[Group].Text <> '' then
Captions[Group].Tex:= RenderStringTex(Captions[Group].Text, Captions[Group].Color, fntBig)
end;
procedure DrawCaptions;
var
grp: TCapGroup;
offset: LongInt;
begin
{$IFDEF USE_TOUCH_INTERFACE}
offset:= 48;
{$ELSE}
offset:= 8;
{$ENDIF}
for grp:= Low(TCapGroup) to High(TCapGroup) do
with Captions[grp] do
if Tex <> nil then
begin
DrawTextureCentered(0, offset, Tex);
inc(offset, Tex^.h + 2);
if EndTime <= RealTicks then
begin
FreeTexture(Tex);
Tex:= nil;
Text:= '';
EndTime:= 0
end;
end;
end;
procedure initModule;
begin
FillChar(Captions, sizeof(Captions), 0)
end;
procedure freeModule;
var group: TCapGroup;
begin
for group:= Low(TCapGroup) to High(TCapGroup) do
begin
FreeTexture(Captions[group].Tex);
Captions[group].Tex:= nil
end
end;
end.