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authorMichael Lutz <michi@icosahedron.de>2019-03-11 00:45:39 +0100
committerMichael Lutz <michi@icosahedron.de>2019-04-06 11:27:39 +0200
commit05f4e7360886e36b221ef5c3af4426625a3de686 (patch)
tree27aed9756e80eca86ff95f5805901a80048b0fb1 /src/openttd.cpp
parent3b86f54fc739510277f434c68e17a93ab6448ed4 (diff)
downloadopenttd-05f4e7360886e36b221ef5c3af4426625a3de686.tar.xz
Codechange: Replace custom mutex code with C++11 mutex'es.
A conforming compiler with a valid <mutex>-header is expected. Most parts of the code assume that locking a mutex will never fail unexpectedly, which is generally true on all common platforms that don't just pretend to be C++11. The use of condition variables in driver code is checked.
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r--src/openttd.cpp14
1 files changed, 12 insertions, 2 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp
index 29319236a..180de64b0 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -68,6 +68,7 @@
#include "linkgraph/linkgraphschedule.h"
#include <stdarg.h>
+#include <system_error>
#include "safeguards.h"
@@ -547,6 +548,9 @@ int openttd_main(int argc, char *argv[])
extern bool _dedicated_forks;
_dedicated_forks = false;
+ std::unique_lock<std::mutex> modal_work_lock(_modal_progress_work_mutex, std::defer_lock);
+ std::unique_lock<std::mutex> modal_paint_lock(_modal_progress_paint_mutex, std::defer_lock);
+
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
_config_file = NULL;
@@ -830,8 +834,14 @@ int openttd_main(int argc, char *argv[])
free(musicdriver);
/* Take our initial lock on whatever we might want to do! */
- _modal_progress_paint_mutex->BeginCritical();
- _modal_progress_work_mutex->BeginCritical();
+ try {
+ modal_work_lock.lock();
+ modal_paint_lock.lock();
+ } catch (const std::system_error&) {
+ /* If there is some error we assume that threads aren't usable on the system we run. */
+ extern bool _use_threaded_modal_progress; // From progress.cpp
+ _use_threaded_modal_progress = false;
+ }
GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
WaitTillGeneratedWorld();