Removed Multithreading, simplifying the server

Networking and multithreading working at the same time is really fucking
hard. It's better to just have the one thread, and not worry about speed
at this stage.
This commit is contained in:
Kayne Ruse
2013-12-01 15:21:00 +11:00
parent 6ccc874583
commit 1e0ed350fc
5 changed files with 23 additions and 257 deletions
-83
View File
@@ -1,83 +0,0 @@
/* Copyright: (c) Kayne Ruse 2013
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "world_room.hpp"
#include <iostream>
#include <stdexcept>
using namespace std;
//-------------------------
//Define the WorldRoom's thread
//-------------------------
int worldRoomThread(void* ptr) {
WorldRoom* room = reinterpret_cast<WorldRoom*>(ptr);
try {
room->Init();
room->Loop();
room->Quit();
}
catch(std::exception& e) {
cerr << "Fatal Room Error: " << e.what() << endl;
return 1;
}
return 0;
}
//-------------------------
//Define the WorldRoom's methods
//-------------------------
WorldRoom::WorldRoom() {
//
}
WorldRoom::~WorldRoom() {
//
}
void WorldRoom::Init() {
//
}
void WorldRoom::Loop() {
//
}
void WorldRoom::Quit() {
//
}
void WorldRoom::HandlePacket(NetworkPacket packet) {
switch(packet.meta.type) {
// case NetworkPacket::Type::SYNCHRONIZE:
// //
// break;
//handle errors
default:
throw(runtime_error("Unknown NetworkPacket::Type encountered"));
break;
}
}