I'm sick of multithreading.
I'm also sick of bastards on the internet.
This commit is contained in:
@@ -21,8 +21,6 @@
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*/
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*/
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#include "server_application.hpp"
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#include "server_application.hpp"
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#include "network_packet.hpp"
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#include "utility.hpp"
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#include "utility.hpp"
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#include <stdexcept>
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#include <stdexcept>
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@@ -47,12 +45,6 @@ ServerApplication::~ServerApplication() {
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void ServerApplication::Init(int argc, char** argv) {
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void ServerApplication::Init(int argc, char** argv) {
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//TODO: proper command line option parsing
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//TODO: proper command line option parsing
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//Check prerequisites
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if (!sqlite3_threadsafe()) {
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throw(runtime_error("Cannot run without thread safety"));
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}
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cout << "Thread safety confirmed" << endl;
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//load config
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//load config
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config.Load("rsc\\config.cfg");
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config.Load("rsc\\config.cfg");
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@@ -88,13 +80,6 @@ void ServerApplication::Init(int argc, char** argv) {
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getline(is, script, '\0');
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getline(is, script, '\0');
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is.close();
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is.close();
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sqlite3_exec(database, script.c_str(), nullptr, nullptr, nullptr);
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sqlite3_exec(database, script.c_str(), nullptr, nullptr, nullptr);
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//open the rooms
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worldRoomMap.insert( pair<int, WorldRoom*>(worldRoomCounter++, new WorldRoom(playerMap)));
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for (auto& it : worldRoomMap) {
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it.second->OpenRoom();
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}
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}
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}
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void ServerApplication::Loop() {
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void ServerApplication::Loop() {
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@@ -119,13 +104,6 @@ void ServerApplication::Loop() {
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}
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}
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void ServerApplication::Quit() {
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void ServerApplication::Quit() {
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//close the rooms
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for (auto& it : worldRoomMap) {
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it.second->CloseRoom();
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delete it.second;
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}
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worldRoomMap.clear();
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//members
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//members
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network.Close();
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network.Close();
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@@ -136,11 +114,6 @@ void ServerApplication::Quit() {
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}
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}
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void ServerApplication::HandlePacket(NetworkPacket packet) {
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void ServerApplication::HandlePacket(NetworkPacket packet) {
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//debgging
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for (auto& it : worldRoomMap) {
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it.second->GetInQueue()->PushBack(packet);
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}
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switch(packet.meta.type) {
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switch(packet.meta.type) {
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case NetworkPacket::Type::BROADCAST_REQUEST:
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case NetworkPacket::Type::BROADCAST_REQUEST:
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HandleBroadcastRequest(packet);
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HandleBroadcastRequest(packet);
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@@ -37,8 +37,6 @@
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#include "client.hpp"
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#include "client.hpp"
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#include "player.hpp"
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#include "player.hpp"
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#include "world_room.hpp"
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//STL
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//STL
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#include <map>
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#include <map>
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#include <string>
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#include <string>
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@@ -82,11 +80,9 @@ private:
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//global lists
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//global lists
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ClientMap clientMap;
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ClientMap clientMap;
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PlayerMap playerMap;
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PlayerMap playerMap;
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std::map<int, WorldRoom*> worldRoomMap;
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int clientCounter = 0;
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int clientCounter = 0;
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int playerCounter = 0;
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int playerCounter = 0;
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int worldRoomCounter = 0;
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};
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};
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#endif
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#endif
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@@ -1,92 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef THREADSAFEQUEUE_HPP_
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#define THREADSAFEQUEUE_HPP_
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#include "SDL/SDL_thread.h"
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#include <deque>
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#include <stdexcept>
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/* This container is a thread safe reimplementation of std::queue.
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*/
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template<typename T, class Container = std::deque<T>>
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class ThreadSafeQueue {
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public:
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ThreadSafeQueue() {
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lock = SDL_CreateSemaphore(1);
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if (!lock) {
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throw(std::runtime_error("Failed to create ThreadSafeQueue::lock"));
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}
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}
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~ThreadSafeQueue() {
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SDL_SemWait(lock);
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container.clear();
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SDL_SemPost(lock);
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SDL_DestroySemaphore(lock);
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}
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T PushBack(T t) {
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SDL_SemWait(lock);
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container.push_back(t);
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SDL_SemPost(lock);
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return t;
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}
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T PeekFront() {
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T t;
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SDL_SemWait(lock);
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if (container.size() > 0) {
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t = container[0];
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}
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SDL_SemPost(lock);
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return t;
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}
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T PopFront() {
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T t;
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SDL_SemWait(lock);
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if (container.size() > 0) {
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t = container[0];
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container.pop_front();
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}
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SDL_SemPost(lock);
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return t;
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}
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int Size() {
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//can't be sure if std::deque::size() is thread safe
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int ret;
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SDL_SemWait(lock);
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ret = container.size();
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SDL_SemPost(lock);
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return ret;
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}
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private:
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Container container;
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SDL_sem* lock;
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};
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#endif
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@@ -1,94 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "world_room.hpp"
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#include <iostream>
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#include <stdexcept>
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using namespace std;
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int worldRoomThread(void* argRoom) {
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WorldRoom* room = reinterpret_cast<WorldRoom*>(argRoom);
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try {
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room->Init();
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room->Loop();
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room->Quit();
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}
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catch(exception& e) {
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cerr << "Fatal room error: " << e.what() << endl;
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return 1;
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}
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return 0;
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}
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WorldRoom::WorldRoom(PlayerMap const& argPlayerMap):
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playerMap(argPlayerMap)
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{
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//
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}
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WorldRoom::~WorldRoom() {
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//
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}
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void WorldRoom::OpenRoom() {
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if (running) {
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throw(std::runtime_error("Cannot open a room that is already running"));
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}
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running = true;
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if (!(thread = SDL_CreateThread(worldRoomThread, this))) {
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throw(std::runtime_error("Failed to open the room thread"));
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}
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}
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void WorldRoom::CloseRoom() {
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running = false;
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SDL_WaitThread(thread, nullptr);
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}
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void WorldRoom::KillRoom() {
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running = false;
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SDL_KillThread(thread);
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}
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void WorldRoom::Init() {
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//
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}
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void WorldRoom::Loop() {
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while(running) {
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while(networkInQueue.Size() > 0) {
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HandlePacket(networkInQueue.PopFront());
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}
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SDL_Delay(10);
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}
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}
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void WorldRoom::Quit() {
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//
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}
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void WorldRoom::HandlePacket(NetworkPacket packet) {
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cout << "packet received" << endl;
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}
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@@ -1,65 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef WORLDROOM_HPP_
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#define WORLDROOM_HPP_
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#include "network_packet.hpp"
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#include "thread_safe_queue.hpp"
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#include "player.hpp"
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#include "player_entity.hpp"
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#include "SDL/SDL_thread.h"
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#include <map>
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class WorldRoom {
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public:
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WorldRoom(PlayerMap const&);
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~WorldRoom();
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void OpenRoom();
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void CloseRoom();
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void KillRoom();
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ThreadSafeQueue<NetworkPacket>* GetInQueue() { return &networkInQueue; };
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ThreadSafeQueue<NetworkPacket>* GetOutQueue() { return &networkOutQueue; };
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private:
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friend int worldRoomThread(void* arg);
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void Init();
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void Loop();
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void Quit();
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void HandlePacket(NetworkPacket);
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SDL_Thread* thread = nullptr;
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bool running = false;
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ThreadSafeQueue<NetworkPacket> networkInQueue;
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ThreadSafeQueue<NetworkPacket> networkOutQueue;
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PlayerMap playerMap;
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PlayerEntityMap playerEntityMap;
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};
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#endif
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Reference in New Issue
Block a user