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authorKitsune Ral <Kitsune-Ral@users.sf.net>2018-03-26 12:30:23 -0700
committerKitsune Ral <Kitsune-Ral@users.sf.net>2018-03-25 21:37:58 -0700
commitb385baadc8e73ff3c499a0111e2a553d35dd29b6 (patch)
treea4ee493d0b6f39d5fb8f11a2df88c20ae6f6e785 /jobs/setroomstatejob.cpp
parent2aa9d96134567576d15e4807071990883f3ef6d3 (diff)
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Direct chat (un)marking: update internal structure synchronously
The asynchronous update first implemented was more verbose and caused more problems than provided solutions. The idea was that the internal directChats map would better reflect the server state if updated asynchronously. However, it also causes a local race condition; e.g., to quickly remove rooms from direct chats one after another becomes very non-trivial (one has to wait until the previous operation succeeds). So after some playing with the code, hitting pitfalls along the way, I decided to align the logic with the one for room tags; synchronously issued signals look uglyish but at least work predictably. And race conditions between several clients generally cannot be cleanly resolved anyway.
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