TGEA 1.7.1 Bug - turning of TORQUE_MULTITHREAD results in error
by Jaimi McEntire · in Torque Game Engine Advanced · 07/19/2008 (8:31 pm) · 0 replies
Turning on TORQUE_MULTITHREAD runs D3D in multi-thread mode. Since this is supposed to be a performance hit, I turned it off, to see if it would make any difference. This results in an error in the following function in WinWindow.cpp because an #endif is out of place
bool Platform::checkOtherInstances(const char *mutexName)
{
#ifdef TORQUE_MULTITHREAD
HANDLE pMutex = NULL;
#ifdef UNICODE
UTF16 b[512];
convertUTF8toUTF16((UTF8 *)mutexName, b, sizeof(b));
pMutex = CreateMutex(NULL, true, b);
#else
pMutex = CreateMutex(NULL, true, mutexName);
#endif
if(!pMutex)
return false;
if(GetLastError() == ERROR_ALREADY_EXISTS)
{
//another mutex of the same name exists
//close ours
CloseHandle(pMutex);
pMutex = NULL;
return true;
}
// #endif was here
CloseHandle(pMutex);
pMutex = NULL;
#endif
//we don't care, always false
return false;
}