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author | Darkvater <darkvater@openttd.org> | 2005-06-01 23:08:33 +0000 |
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committer | Darkvater <darkvater@openttd.org> | 2005-06-01 23:08:33 +0000 |
commit | a51cfd58b8b61cbe2aba3b7c2c56f903ac39594b (patch) | |
tree | c3ceb927825435dc686caebd0cf953aefc9b7aa7 /functions.h | |
parent | f7dcd2e834c28e7b4e4ba6e7833cf79c3b97b335 (diff) | |
download | openttd-a51cfd58b8b61cbe2aba3b7c2c56f903ac39594b.tar.xz |
(svn r2391) - Feature: saving games happen in a seperate thread so you no longer will have to wait such a long time (especially handy on bigger maps and multiplayer games). The mouse also changes into the 'ZZZ' state :P. The thread on windows is currently given a little-bit-less-than-normal priority so it should not interfere that much with the gameplay; it will take a bit longer though. Upon the exit of the game any pending saves are waited upon.
- Fix: fixed GetSavegameFormat() so that it takes the best compressor (highest), or a forced one added with the parameter
- Open issues:
1. Don't attempt to load a game while saving is in progress, it will kick you back to the intro-screen with only the vast ocean to look at.
2. The server is disabled from threaded-saving, but might be enabled in the future.
3. Current implementation only allows 1 additional running thread.
4. Stupid global variables.....grrr
Big thanks for TrueLight and the amazing memorypool :D
Diffstat (limited to 'functions.h')
-rw-r--r-- | functions.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/functions.h b/functions.h index 5d51619fe..40604e295 100644 --- a/functions.h +++ b/functions.h @@ -266,4 +266,7 @@ void DeterminePaths(void); char * CDECL str_fmt(const char *str, ...); void bubblesort(void *base, size_t nmemb, size_t size, int(*compar)(const void *, const void *)); +bool CreateOTTDThread(void *func, void *param); +void CloseOTTDThread(void); +void JoinOTTDThread(void); #endif /* FUNCTIONS_H */ |