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Fix deadlock if MeshUpdateThread asks new textures while it is being stopped (happened if texture data was transferred slowly)
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@ -1519,7 +1519,12 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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std::istringstream is(datastring, std::ios_base::binary);
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// Stop threads while updating content definitions
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m_mesh_update_thread.stop();
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m_mesh_update_thread.setRun(false);
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// Process the remaining TextureSource queue to let MeshUpdateThread
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// get it's remaining textures and thus let it stop
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while(m_mesh_update_thread.IsRunning()){
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m_tsrc->processQueue();
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}
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/*
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u16 command
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@ -1595,8 +1600,13 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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m_tooldef_received = true;
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// Stop threads while updating content definitions
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m_mesh_update_thread.stop();
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m_mesh_update_thread.setRun(false);
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// Process the remaining TextureSource queue to let MeshUpdateThread
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// get it's remaining textures and thus let it stop
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while(m_mesh_update_thread.IsRunning()){
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m_tsrc->processQueue();
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}
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std::istringstream tmp_is(deSerializeLongString(is), std::ios::binary);
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m_tooldef->deSerialize(tmp_is);
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@ -1644,8 +1654,13 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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m_craftitemdef_received = true;
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// Stop threads while updating content definitions
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m_mesh_update_thread.stop();
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m_mesh_update_thread.setRun(false);
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// Process the remaining TextureSource queue to let MeshUpdateThread
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// get it's remaining textures and thus let it stop
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while(m_mesh_update_thread.IsRunning()){
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m_tsrc->processQueue();
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}
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std::istringstream tmp_is(deSerializeLongString(is), std::ios::binary);
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m_craftitemdef->deSerialize(tmp_is);
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