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* fixed multithreaded pathing (or I'd like to think so :P)
* added new gml function * fixed concurrency issue
1 parent 9fab496 commit bd584a5

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12 files changed

+3007
-3074
lines changed

12 files changed

+3007
-3074
lines changed

rts/Game/UI/HwMouseCursor.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
1-
#include "Rendering/Textures/Bitmap.h"
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#include "StdAfx.h"
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#include "Rendering/Textures/Bitmap.h"
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#ifdef WIN32
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# include "windows.h"

rts/Game/UI/LuaUI.cpp

Lines changed: 4 additions & 1 deletion
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@@ -9,6 +9,7 @@
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#include <SDL_keysym.h>
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#include <SDL_mouse.h>
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#include <SDL_timer.h>
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#include "Lua/LuaUnsyncedCtrl.h"
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#include "mmgr.h"
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@@ -27,7 +28,6 @@ using namespace std;
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#include "Lua/LuaConstGame.h"
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#include "Lua/LuaSyncedRead.h"
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#include "Lua/LuaUnsyncedCall.h"
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#include "Lua/LuaUnsyncedCtrl.h"
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#include "Lua/LuaUnsyncedRead.h"
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#include "Lua/LuaFeatureDefs.h"
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#include "Lua/LuaUnitDefs.h"
@@ -477,6 +477,9 @@ void CLuaUI::ShockFront(float power, const float3& pos, float areaOfEffect)
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bool CLuaUI::HasLayoutButtons()
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{
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GML_RECMUTEX_LOCK(lua); // HasLayoutButtons
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lua_checkstack(L, 2);
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static const LuaHashString cmdStr("LayoutButtons");
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if (!cmdStr.GetGlobalFunc(L)) {
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return false; // the call is not defined

rts/Lua/LuaUnsyncedRead.cpp

Lines changed: 1 addition & 1 deletion
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@@ -3,6 +3,7 @@
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//
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//////////////////////////////////////////////////////////////////////
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6+
#include "ExternalAI/Group.h"
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#include <set>
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#include <list>
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#include <cctype>
@@ -22,7 +23,6 @@ using namespace std;
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#include "LuaHandle.h"
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#include "LuaHashString.h"
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#include "ExternalAI/GlobalAIHandler.h"
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#include "ExternalAI/Group.h"
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#include "ExternalAI/GroupHandler.h"
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#include "Game/Camera.h"
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#include "Game/Camera/CameraController.h"

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