summaryrefslogtreecommitdiff
path: root/ttd.c
diff options
context:
space:
mode:
authorDarkvater <darkvater@openttd.org>2005-06-01 23:08:33 +0000
committerDarkvater <darkvater@openttd.org>2005-06-01 23:08:33 +0000
commita51cfd58b8b61cbe2aba3b7c2c56f903ac39594b (patch)
treec3ceb927825435dc686caebd0cf953aefc9b7aa7 /ttd.c
parentf7dcd2e834c28e7b4e4ba6e7833cf79c3b97b335 (diff)
downloadopenttd-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 'ttd.c')
-rw-r--r--ttd.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/ttd.c b/ttd.c
index cddd6746b..ba8f241f0 100644
--- a/ttd.c
+++ b/ttd.c
@@ -686,6 +686,7 @@ int ttd_main(int argc, char* argv[])
while (_video_driver->main_loop() == ML_SWITCHDRIVER) {}
+ JoinOTTDThread();
IConsoleFree();
#ifdef ENABLE_NETWORK