Regularized lock and unlock calls on the Graphics and Clock semaphores
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@1223 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -65,7 +65,7 @@ int clock_task_func(void* data)
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* can be halted. (e.g. during battle
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* can be halted. (e.g. during battle
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* or communications)
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* or communications)
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*/
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*/
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SetSemaphore (GLOBAL (GameClock).clock_sem);
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SetSemaphore (GLOBAL (GameClock.clock_sem));
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TimeIn = GetTimeCounter ();
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TimeIn = GetTimeCounter ();
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if (GLOBAL (GameClock).tick_count <= 0
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if (GLOBAL (GameClock).tick_count <= 0
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@@ -165,7 +165,7 @@ int clock_task_func(void* data)
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LastTime += num_ticks;
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LastTime += num_ticks;
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}
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}
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ClearSemaphore (GLOBAL (GameClock).clock_sem);
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ClearSemaphore (GLOBAL (GameClock.clock_sem));
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SleepThreadUntil (TimeIn + ONE_SECOND / 120);
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SleepThreadUntil (TimeIn + ONE_SECOND / 120);
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}
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}
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FinishTask (task);
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FinishTask (task);
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@@ -271,7 +271,7 @@ InitGlobData (void)
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// The clock semaphore was initially initialized as '1'
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// The clock semaphore was initially initialized as '1'
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// but it is always cleared before set, so it toggled between
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// but it is always cleared before set, so it toggled between
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// 2 and 1, which doesn't actually do anything
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// 2 and 1, which doesn't actually do anything
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(GLOBAL (GameClock)).clock_sem = CreateSemaphore(0, "Clock");
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GLOBAL (GameClock.clock_sem) = CreateSemaphore(0, "Clock");
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}
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}
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int
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int
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