From a51cfd58b8b61cbe2aba3b7c2c56f903ac39594b Mon Sep 17 00:00:00 2001 From: Darkvater Date: Wed, 1 Jun 2005 23:08:33 +0000 Subject: (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 --- win32.c | 23 +++++++++++++++++++++++ 1 file changed, 23 insertions(+) (limited to 'win32.c') diff --git a/win32.c b/win32.c index a2ef16322..3c02511f8 100644 --- a/win32.c +++ b/win32.c @@ -2242,3 +2242,26 @@ bool InsertTextBufferClipboard(Textbuf *tb) } return false; } + +static HANDLE hThread; + +bool CreateOTTDThread(void *func, void *param) +{ + DWORD dwThreadId; + hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)func, param, 0, &dwThreadId); + SetThreadPriority(hThread, THREAD_PRIORITY_BELOW_NORMAL); + + return (hThread == NULL) ? false : true; +} + +void CloseOTTDThread(void) +{ + if (!CloseHandle(hThread)) DEBUG(misc, 0) ("Failed to close thread?..."); +} + +void JoinOTTDThread(void) +{ + if (hThread == NULL) return; + + WaitForSingleObject(hThread, INFINITE); +} \ No newline at end of file -- cgit v1.2.3-70-g09d2