Esempio n. 1
0
void signalHandler(int num)
{
    printf("Server shutting down !\n");
    stopThreadsMutex.lock();
    stopThreads = true;
    stopThreadsMutex.unlock();
}
Esempio n. 2
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//this is a private worker thread function. Each thread picks the next ungenerated
//row of pixels, generates it, then starts the next one
void MandelbrotViewer::genLine() {

    int iter, row, column;
    sf::Vector2<double> point;
    double x_inc = interpolate(area.width, res_width);
    double y_inc = interpolate(area.height, res_height);
    sf::Color color;

    while(!restart_gen) {

        //the mutex avoids multiple threads writing to variables at the same time,
        //which can corrupt the data
        mutex1.lock();
        row = nextLine++; //get the next ungenerated line
        mutex1.unlock();

        //return when it finishes the last row
        if (row >= res_height) break;

        for (column = 0; column < res_width; column++) {
            iter = escape(row, column);

            //mutex this too so that the image is not accessed multiple times simultaneously
            mutex2.lock();
            image.setPixel(column, row, findColor(iter));
            image_array[row][column] = iter;
            mutex2.unlock();
        }
    }
}
Esempio n. 3
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bool checkStopThreads()
{
    stopThreadsMutex.lock();
    bool result = stopThreads;
    stopThreadsMutex.unlock();
    return result;
}
Esempio n. 4
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        static void Add(TScript* script)
        {
            if (m_scripts.find(script->GetScriptName()) != m_scripts.end())
                Assert(true, FS("ScriptRegistry<T>::Add Script '%%%' is already in holder!", script->GetScriptName()));

            // Check pointer has?

            m_mutex.lock();
            m_scripts[script->GetScriptName()] = script;
            m_mutex.unlock();
        }
Esempio n. 5
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 void popAll() {
     std::vector<Invocation> others;
     mutex.Lock();
     others.reserve(q.size());
     for (int i = 0, n = q.size(); i < n; i++) {
         others.push_back(q.front());
         q.pop();
     }
     mutex.Unlock();
     for (Invocation& invok : others) {
         invok.invoke();
     }
 }
Esempio n. 6
0
int main() {
	sf::RenderWindow window(sf::VideoMode(800, 600), "Sistragatiwe");
	window.setFramerateLimit(30);

    World world(window, "resources/maps/test/test.xml");
    
    // not that eveything is initialized start the
    // game logic loop
    sf::Thread logic_thread(&World::gameLogic, &world);
    logic_thread.launch();

	while (window.isOpen()) {
		sf::Event event;
		while (window.pollEvent(event)) {
			if (event.type == sf::Event::Closed) {
				window.close();
			} else if (event.type == sf::Event::Resized) {
                sf::View view(window.getView());
                view.setSize(event.size.width, event.size.height);

                window.setView(view);
            } else if (event.type == sf::Event::MouseButtonReleased) {
                sf::Vector2i pos = sf::Mouse::getPosition(window);

                sf::Vector2f v = window.mapPixelToCoords(pos);
            }
            
            mutex.lock();
            world.events.push(event);
            mutex.unlock();
		}

        mutex.lock();

		window.clear(sf::Color(25, 130, 225));

        window.draw(world.map);
        window.draw(world.gui);

		window.display();

        mutex.unlock();
	}

    logic_thread.terminate();

	return 0;
}
            virtual void Run() {
                mapIsUpdating = true;
//                std::cout << "maxAfterWallPos: " << maxAfterWallPos << ", wallPos: " << wallPos << std::endl;
                GlobalMutex.Lock();
                
                while (true) {
                    if (direction == util::Key::LEFT && leftWallPos > maxAfterWallPos && leftWallPos > 0)
                        leftWallPos--;
                    else if (direction == util::Key::RIGHT && leftWallPos < maxAfterWallPos && leftWallPos < mapModel->getMapWidth() - subMapWidth)
                        leftWallPos++;
                    else if (direction == util::Key::DOWN && topWallPos < maxAfterWallPos && topWallPos < mapModel->getMapHeight() - subMapHeight)
                        topWallPos++;
                    else if (direction == util::Key::UP && topWallPos > maxAfterWallPos && topWallPos > 0)
                        topWallPos--;
                    else
                        break;
                    
                    sf::Sleep(0.1f);
                }
                GlobalMutex.Unlock();
                
                mapIsUpdating = false;
            }
Esempio n. 8
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 static void Remove(TScript* script)
 {
     m_mutex.lock();
     m_scripts.erase(script->GetScriptName());
     m_mutex.unlock();
 }