Remove timeouts when waiting for game state changes

This commit is contained in:
John Gross
2018-01-24 16:32:11 -08:00
parent 6764d80534
commit b652181dda
2 changed files with 5 additions and 5 deletions

View File

@@ -334,7 +334,7 @@ namespace Torch
Managers.GetManager<PluginManager>().LoadPlugins(); Managers.GetManager<PluginManager>().LoadPlugins();
Game = new VRageGame(this, TweakGameSettings, SteamAppName, SteamAppId, Config.InstancePath, RunArgs); Game = new VRageGame(this, TweakGameSettings, SteamAppName, SteamAppId, Config.InstancePath, RunArgs);
if (!Game.WaitFor(VRageGame.GameState.Stopped, TimeSpan.FromMinutes(5))) if (!Game.WaitFor(VRageGame.GameState.Stopped))
Log.Warn("Failed to wait for game to be initialized"); Log.Warn("Failed to wait for game to be initialized");
Managers.Attach(); Managers.Attach();
_init = true; _init = true;
@@ -357,7 +357,7 @@ namespace Torch
{ {
Managers.Detach(); Managers.Detach();
Game.SignalDestroy(); Game.SignalDestroy();
if (!Game.WaitFor(VRageGame.GameState.Destroyed, _gameStateChangeTimeout)) if (!Game.WaitFor(VRageGame.GameState.Destroyed))
Log.Warn("Failed to wait for the game to be destroyed"); Log.Warn("Failed to wait for the game to be destroyed");
Game = null; Game = null;
} }
@@ -407,7 +407,7 @@ namespace Torch
public virtual void Start() public virtual void Start()
{ {
Game.SignalStart(); Game.SignalStart();
if (!Game.WaitFor(VRageGame.GameState.Running, _gameStateChangeTimeout)) if (!Game.WaitFor(VRageGame.GameState.Running))
Log.Warn("Failed to wait for the game to be started"); Log.Warn("Failed to wait for the game to be started");
} }
@@ -416,7 +416,7 @@ namespace Torch
{ {
LogManager.Flush(); LogManager.Flush();
Game.SignalStop(); Game.SignalStop();
if (!Game.WaitFor(VRageGame.GameState.Stopped, _gameStateChangeTimeout)) if (!Game.WaitFor(VRageGame.GameState.Stopped))
Log.Warn("Failed to wait for the game to be stopped"); Log.Warn("Failed to wait for the game to be stopped");
} }

View File

@@ -382,7 +382,7 @@ namespace Torch
/// <param name="state">State to transition to</param> /// <param name="state">State to transition to</param>
/// <param name="timeout">Timeout</param> /// <param name="timeout">Timeout</param>
/// <returns></returns> /// <returns></returns>
public bool WaitFor(GameState state, TimeSpan? timeout) public bool WaitFor(GameState state, TimeSpan? timeout = null)
{ {
// Kinda icky, but we can't block the update and expect the state to change. // Kinda icky, but we can't block the update and expect the state to change.
if (Thread.CurrentThread == _updateThread) if (Thread.CurrentThread == _updateThread)