diff --git a/GeneralsMD/Code/GameEngine/Include/Common/CriticalSection.h b/GeneralsMD/Code/GameEngine/Include/Common/CriticalSection.h index 9188ffb9ee..1bf7178288 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/CriticalSection.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/CriticalSection.h @@ -92,8 +92,6 @@ class ScopedCriticalSection } }; -#include "mutex.h" - // These should be null on creation then non-null in WinMain or equivalent. // This allows us to be silently non-threadsafe for WB and other single-threaded apps. extern CriticalSection *TheAsciiStringCriticalSection; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/ScopedMutex.h b/GeneralsMD/Code/GameEngine/Include/Common/ScopedMutex.h index c6c85bf9cd..96de9910e5 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/ScopedMutex.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/ScopedMutex.h @@ -31,10 +31,7 @@ class ScopedMutex public: ScopedMutex(HANDLE mutex) : m_mutex(mutex) { - DWORD status = WaitForSingleObject(m_mutex, 500); - if (status != WAIT_OBJECT_0) { - DEBUG_LOG(("ScopedMutex WaitForSingleObject timed out - status %d", status)); - } + WaitForSingleObject(m_mutex, INFINITE); } ~ScopedMutex()