/*\r
Menu-game loop\r
*/\r
- while(g_device->run())\r
+ while(g_device->run() && kill == false)\r
{\r
\r
// This is used for catching disconnects\r
\r
Loop quits when menu returns proper parameters.\r
*/\r
- for(;;)\r
+ while(kill == false)\r
{\r
// Cursor can be non-visible when coming from the game\r
device->getCursorControl()->setVisible(true);\r
// NOTE: So we have to use getTime() and call run()s between them\r
u32 lasttime = device->getTimer()->getTime();\r
\r
- while(device->run())\r
+ while(device->run() && kill == false)\r
{\r
if(g_disconnect_requested)\r
{\r
#include "porting.h"
#include "config.h"
+#include "debug.h"
namespace porting
{
{
if(g_killed == false)
{
- dstream<<DTIME<<"sigint_handler(): "
+ dstream<<DTIME<<"INFO: sigint_handler(): "
<<"Ctrl-C pressed, shutting down."<<std::endl;
+
+ dstream<<DTIME<<"INFO: siging_handler(): "
+ <<"Printing debug stacks"<<std::endl;
+ debug_stacks_print();
+
g_killed = true;
}
else