diff --git a/source/glest_game/game/game.cpp b/source/glest_game/game/game.cpp index 00e7146a8..b2371771e 100644 --- a/source/glest_game/game/game.cpp +++ b/source/glest_game/game/game.cpp @@ -32,9 +32,6 @@ using namespace Shared::Platform; namespace Glest{ namespace Game{ -// if FPS is less than this we start to skip 3D renders -//int MIN_RENDER_FPS_ALLOWED = 15; - Game *thisGamePtr = NULL; // ===================================================== diff --git a/source/glest_game/menu/menu_state_custom_game.cpp b/source/glest_game/menu/menu_state_custom_game.cpp index ea9a32576..8d185b912 100644 --- a/source/glest_game/menu/menu_state_custom_game.cpp +++ b/source/glest_game/menu/menu_state_custom_game.cpp @@ -325,7 +325,7 @@ MenuStateCustomGame::~MenuStateCustomGame() { needToBroadcastServerSettings = false; needToRepublishToMasterserver = false; - BaseThread::shutdownAndWait(publishToMasterserverThread); + //BaseThread::shutdownAndWait(publishToMasterserverThread); delete publishToMasterserverThread; publishToMasterserverThread = NULL; safeMutex.ReleaseLock(); @@ -340,7 +340,7 @@ void MenuStateCustomGame::returnToParentMenu(){ needToBroadcastServerSettings = false; needToRepublishToMasterserver = false; - BaseThread::shutdownAndWait(publishToMasterserverThread); + //BaseThread::shutdownAndWait(publishToMasterserverThread); delete publishToMasterserverThread; publishToMasterserverThread = NULL; @@ -385,7 +385,7 @@ void MenuStateCustomGame::mouseClick(int x, int y, MouseButton mouseButton){ MutexSafeWrapper safeMutex(&masterServerThreadAccessor); needToBroadcastServerSettings = false; needToRepublishToMasterserver = false; - BaseThread::shutdownAndWait(publishToMasterserverThread); + //BaseThread::shutdownAndWait(publishToMasterserverThread); delete publishToMasterserverThread; publishToMasterserverThread = NULL; @@ -440,7 +440,7 @@ void MenuStateCustomGame::mouseClick(int x, int y, MouseButton mouseButton){ needToBroadcastServerSettings = false; needToRepublishToMasterserver = false; - BaseThread::shutdownAndWait(publishToMasterserverThread); + //BaseThread::shutdownAndWait(publishToMasterserverThread); delete publishToMasterserverThread; publishToMasterserverThread = NULL; safeMutex.ReleaseLock(); diff --git a/source/glest_game/menu/menu_state_masterserver.cpp b/source/glest_game/menu/menu_state_masterserver.cpp index 25f3e4fbc..cd8f581e8 100644 --- a/source/glest_game/menu/menu_state_masterserver.cpp +++ b/source/glest_game/menu/menu_state_masterserver.cpp @@ -194,7 +194,7 @@ MenuStateMasterserver::~MenuStateMasterserver() { SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__); - BaseThread::shutdownAndWait(updateFromMasterserverThread); + //BaseThread::shutdownAndWait(updateFromMasterserverThread); delete updateFromMasterserverThread; updateFromMasterserverThread = NULL; @@ -241,7 +241,7 @@ void MenuStateMasterserver::mouseClick(int x, int y, MouseButton mouseButton){ MutexSafeWrapper safeMutex(&masterServerThreadAccessor); soundRenderer.playFx(coreData.getClickSoundB()); - BaseThread::shutdownAndWait(updateFromMasterserverThread); + //BaseThread::shutdownAndWait(updateFromMasterserverThread); delete updateFromMasterserverThread; updateFromMasterserverThread = NULL; @@ -259,7 +259,7 @@ void MenuStateMasterserver::mouseClick(int x, int y, MouseButton mouseButton){ MutexSafeWrapper safeMutex(&masterServerThreadAccessor); soundRenderer.playFx(coreData.getClickSoundB()); needUpdateFromServer = false; - BaseThread::shutdownAndWait(updateFromMasterserverThread); + //BaseThread::shutdownAndWait(updateFromMasterserverThread); delete updateFromMasterserverThread; updateFromMasterserverThread = NULL; safeMutex.ReleaseLock(); @@ -460,7 +460,7 @@ void MenuStateMasterserver::connectToServer(string ipString) //config.setString("ServerIp", serverIp.getString()); //config.save(); - BaseThread::shutdownAndWait(updateFromMasterserverThread); + //BaseThread::shutdownAndWait(updateFromMasterserverThread); delete updateFromMasterserverThread; updateFromMasterserverThread = NULL; safeMutex.ReleaseLock();