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https://github.com/dolphin-emu/dolphin.git
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Core: Use C++17 deduction guides with locked recursive mutexes
Cleans up some locks that explicitly specify the recursive mutex type in it. Meant to be included with the previous commit that cleaned out regular mutexes, but I forgot.
This commit is contained in:
parent
3b2e31230f
commit
e527b69d54
3 changed files with 36 additions and 36 deletions
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@ -253,7 +253,7 @@ void NetPlayServer::ThreadFunc()
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while (!m_async_queue.Empty())
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{
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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std::lock_guard lkp(m_crit.players);
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auto& e = m_async_queue.Front();
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if (e.target_mode == TargetMode::Only)
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{
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@ -289,7 +289,7 @@ void NetPlayServer::ThreadFunc()
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// uninitialized client, we'll assume this is their initialization packet
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unsigned int error;
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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std::lock_guard lkg(m_crit.game);
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error = OnConnect(netEvent.peer, rpac);
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}
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@ -311,7 +311,7 @@ void NetPlayServer::ThreadFunc()
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if (OnData(rpac, client) != 0)
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{
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// if a bad packet is received, disconnect the client
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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std::lock_guard lkg(m_crit.game);
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OnDisconnect(client);
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ClearPeerPlayerId(netEvent.peer);
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@ -322,7 +322,7 @@ void NetPlayServer::ThreadFunc()
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break;
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case ENET_EVENT_TYPE_DISCONNECT:
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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std::lock_guard lkg(m_crit.game);
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if (!netEvent.peer->data)
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break;
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auto it = m_players.find(*PeerPlayerId(netEvent.peer));
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@ -471,7 +471,7 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket, sf::Packet& rpac)
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// add client to the player list
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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std::lock_guard lkp(m_crit.players);
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m_players.emplace(*PeerPlayerId(player.socket), std::move(player));
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UpdatePadMapping(); // sync pad mappings with everyone
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UpdateWiimoteMapping();
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@ -491,7 +491,7 @@ unsigned int NetPlayServer::OnDisconnect(const Client& player)
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{
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if (mapping == pid && pid != 1)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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std::lock_guard lkg(m_crit.game);
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m_is_running = false;
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sf::Packet spac;
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@ -516,7 +516,7 @@ unsigned int NetPlayServer::OnDisconnect(const Client& player)
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enet_peer_disconnect(player.socket, 0);
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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std::lock_guard lkp(m_crit.players);
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auto it = m_players.find(player.pid);
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if (it != m_players.end())
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m_players.erase(it);
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@ -597,7 +597,7 @@ void NetPlayServer::UpdateWiimoteMapping()
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// called from ---GUI--- thread and ---NETPLAY--- thread
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void NetPlayServer::AdjustPadBufferSize(unsigned int size)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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std::lock_guard lkg(m_crit.game);
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m_target_buffer_size = size;
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@ -615,7 +615,7 @@ void NetPlayServer::AdjustPadBufferSize(unsigned int size)
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void NetPlayServer::SetHostInputAuthority(const bool enable)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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std::lock_guard lkg(m_crit.game);
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m_host_input_authority = enable;
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@ -634,7 +634,7 @@ void NetPlayServer::SetHostInputAuthority(const bool enable)
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void NetPlayServer::SendAsync(sf::Packet&& packet, const PlayerId pid, const u8 channel_id)
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{
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{
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std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
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std::lock_guard lkq(m_crit.async_queue_write);
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m_async_queue.Push(AsyncQueueEntry{std::move(packet), pid, TargetMode::Only, channel_id});
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}
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ENetUtil::WakeupThread(m_server);
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@ -644,7 +644,7 @@ void NetPlayServer::SendAsyncToClients(sf::Packet&& packet, const PlayerId skip_
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const u8 channel_id)
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{
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{
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std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
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std::lock_guard lkq(m_crit.async_queue_write);
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m_async_queue.Push(
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AsyncQueueEntry{std::move(packet), skip_pid, TargetMode::AllExcept, channel_id});
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}
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@ -654,7 +654,7 @@ void NetPlayServer::SendAsyncToClients(sf::Packet&& packet, const PlayerId skip_
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void NetPlayServer::SendChunked(sf::Packet&& packet, const PlayerId pid, const std::string& title)
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{
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{
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std::lock_guard<std::recursive_mutex> lkq(m_crit.chunked_data_queue_write);
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std::lock_guard lkq(m_crit.chunked_data_queue_write);
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m_chunked_data_queue.Push(
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ChunkedDataQueueEntry{std::move(packet), pid, TargetMode::Only, title});
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}
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@ -665,7 +665,7 @@ void NetPlayServer::SendChunkedToClients(sf::Packet&& packet, const PlayerId ski
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const std::string& title)
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{
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{
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std::lock_guard<std::recursive_mutex> lkq(m_crit.chunked_data_queue_write);
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std::lock_guard lkq(m_crit.chunked_data_queue_write);
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m_chunked_data_queue.Push(
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ChunkedDataQueueEntry{std::move(packet), skip_pid, TargetMode::AllExcept, title});
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}
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@ -919,7 +919,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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sf::Packet spac;
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spac << (MessageId)NP_MSG_STOP_GAME;
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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std::lock_guard lkp(m_crit.players);
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SendToClients(spac);
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}
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break;
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@ -1170,7 +1170,7 @@ void NetPlayServer::SendChatMessage(const std::string& msg)
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bool NetPlayServer::ChangeGame(const SyncIdentifier& sync_identifier,
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const std::string& netplay_name)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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std::lock_guard lkg(m_crit.game);
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m_selected_game_identifier = sync_identifier;
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m_selected_game_name = netplay_name;
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@ -1264,7 +1264,7 @@ bool NetPlayServer::StartGame()
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{
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m_timebase_by_frame.clear();
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m_desync_detected = false;
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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std::lock_guard lkg(m_crit.game);
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m_current_game = Common::Timer::GetTimeMs();
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// no change, just update with clients
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