- Modified DeckManager class to not use a global instance anymore when used within the game engine

- Modified DuelLayers to not use a global MTGPhaseGame instance anymore
- Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite
- Added a method in ActionLayer converting a card ability into a menu index
- Used this new method in the game observer to log correctly AI ability actions
- Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction
- Cleaned up TargetList properties access
- Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode)
- Added a deadlock detection in the test AI vs AI multithreaded mode
- Fixed minor bugs in test AI vs AI multithreaded mode
- Added a games/second counter in the test AI vs AI rendering
This commit is contained in:
Xawotihs
2011-11-23 19:11:48 +00:00
parent dca6d3ad38
commit 29132073de
20 changed files with 153 additions and 73 deletions
-3
View File
@@ -3,8 +3,6 @@
#include "MTGGamePhase.h"
#include "GuiPhaseBar.h"
MTGGamePhase* MTGGamePhase::instance = 0;
MTGGamePhase::MTGGamePhase(GameObserver* g, int id) :
ActionElement(id), observer(g)
{
@@ -12,7 +10,6 @@ MTGGamePhase::MTGGamePhase(GameObserver* g, int id) :
currentState = -1;
mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
mFont->SetBase(0); // using 2nd font
instance = this;
}
void MTGGamePhase::Update(float dt)