Announce-Service: Add conditional variable for the wait in the announce thread

This commit is contained in:
B3n30 2017-11-07 21:51:11 +01:00
parent 93742f17b3
commit eba2351f9e
4 changed files with 63 additions and 25 deletions

View file

@ -19,7 +19,7 @@ namespace Core {
// Time between room is announced to web_service
static constexpr std::chrono::seconds announce_time_interval(15);
AnnounceMultiplayerSession::AnnounceMultiplayerSession() : announce(false), finished(true) {
AnnounceMultiplayerSession::AnnounceMultiplayerSession() : announce(false) {
#ifdef ENABLE_WEB_SERVICE
backend = std::make_unique<WebService::RoomJson>(
Settings::values.announce_multiplayer_room_endpoint_url, Settings::values.citra_username,
@ -39,19 +39,19 @@ void AnnounceMultiplayerSession::Start() {
}
void AnnounceMultiplayerSession::Stop() {
if (!announce && finished)
if (!announce)
return;
announce = false;
// Detaching the loop, to not wait for the sleep to finish. The loop thread will finish soon.
if (announce_multiplayer_thread) {
announce_multiplayer_thread->detach();
cv.notify_all();
announce_multiplayer_thread->join();
announce_multiplayer_thread.reset();
backend->Delete();
}
}
std::shared_ptr<std::function<void(const Common::WebResult&)>>
AnnounceMultiplayerSession::BindErrorCallback(
AnnounceMultiplayerSession::CallbackHandle AnnounceMultiplayerSession::BindErrorCallback(
std::function<void(const Common::WebResult&)> function) {
std::lock_guard<std::mutex> lock(callback_mutex);
auto handle = std::make_shared<std::function<void(const Common::WebResult&)>>(function);
@ -59,8 +59,7 @@ AnnounceMultiplayerSession::BindErrorCallback(
return handle;
}
void AnnounceMultiplayerSession::UnbindErrorCallback(
std::shared_ptr<std::function<void(const Common::WebResult&)>> handle) {
void AnnounceMultiplayerSession::UnbindErrorCallback(CallbackHandle handle) {
std::lock_guard<std::mutex> lock(callback_mutex);
error_callbacks.erase(handle);
}
@ -70,13 +69,11 @@ AnnounceMultiplayerSession::~AnnounceMultiplayerSession() {
}
void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() {
while (!finished) {
std::this_thread::sleep_for(announce_time_interval / 10);
}
announce = true;
finished = false;
std::future<Common::WebResult> future;
while (announce) {
std::unique_lock<std::mutex> lock(cv_m);
cv.wait_for(lock, announce_time_interval);
std::shared_ptr<Network::Room> room = Network::GetRoom().lock();
if (!room) {
announce = false;
@ -107,9 +104,7 @@ void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() {
}
}
}
std::this_thread::sleep_for(announce_time_interval);
}
finished = true;
}
std::future<AnnounceMultiplayerRoom::RoomList> AnnounceMultiplayerSession::GetRoomList(