Started working on multithreaded rooms

This commit is contained in:
Kayne Ruse
2013-12-08 15:55:49 +11:00
parent a448c8fb68
commit be26c9d103
7 changed files with 356 additions and 39 deletions
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/* 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.
*/
#ifndef WORLDROOM_HPP_
#define WORLDROOM_HPP_
#include "network_packet.hpp"
#include "thread_safe_queue.hpp"
#include "player.hpp"
#include "SDL/SDL_thread.h"
#include <map>
class WorldRoom {
public:
WorldRoom(PlayerMap const&);
~WorldRoom();
void OpenRoom();
void CloseRoom();
void KillRoom();
ThreadSafeQueue<NetworkPacket>* GetInQueue() { return &networkInQueue; };
ThreadSafeQueue<NetworkPacket>* GetOutQueue() { return &networkOutQueue; };
private:
friend int worldRoomThread(void* arg);
void Init();
void Loop();
void Quit();
void HandlePacket(NetworkPacket);
SDL_Thread* thread = nullptr;
bool running = false;
ThreadSafeQueue<NetworkPacket> networkInQueue;
ThreadSafeQueue<NetworkPacket> networkOutQueue;
PlayerMap playerMap;
};
typedef std::map<int, WorldRoom> WorldRoomMap;
#endif