The old CoreSuspender requires processing from Core::Update to allow
commands execute. But that causes issues if Core::Shutdown wants
quarentee cleanup order with std:🧵:join. Fixing shutdown ordering
adds too many branches to already fairly complex code.
I decided to try to refactor CoreSuspender to use simpler locking
locking using a std::recusive_muted as primary synchronization
primitive.
To help control when Core::Update unlocks the primary mutex there is
std::contition_variable_any and std::atomic<size_t> queue lenght
counter.
The last state variable is std::atomic<std:🧵:id> that is used to
keep track of owner thread for Core::IsSuspended query.
This should be merged only just after a release to make sure that it
gets maximum testing in develop branch before next release.
Fixes#1066
There is a minor chance that console or init thread would access already
freed memory when core is shutting down and cleaning up state. To avoid
any danger of having random bugs caused by the potential data race I
decided to make sure the shutdown code waits for the thread to exit
first.
Windows change is completely untested. It is purely based on msdn
documentation.
I noticed that tthread is missing some c++11 features that make thread
handling code a bit easier. To be able to use those features I decided
to convert Core.cpp to use equivalent standard classes.
This patch has no functional changes.
This may help address issues where people forget to read the documentation,
don't run "git submodule update", and end up with a df-structures version
that's too old (which is somewhat common, it turns out).
This was previously done right before SC_VIEWSCREEN_CHANGED events
were handled, meaning that code handling earlier events that used
top_viewscreen (rather than getCurViewscreen()) could refer to an
invalid viewscreen, i.e. in the tick after it was deleted.
Fixes#747
* Several fatal errors that occurred during core initialization didn't
stop initialization or set 'errorstate' properly, which caused
update hooks and other code to crash later. This has been fixed and
should address crashes like the one mentioned in #470.
* Errors when loading dfhack.lua now cause Lua::Open() to fail, which
triggers a fatal error in Core::Init()
* Failure to initialize the console no longer results in a call to
fatal() (since it didn't actually stop initialization previously)
cur_savegame.save_dir can be populated when the save directory does
not yet exist after world generation (since the game can be aborted
at that stage without saving).
* GCC does not allow std::string instances or enums without a base
type to be passed as varargs
* Fixed path concatenation issue causing dfhack.init to not be loaded