/* 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 #include using namespace std; int worldRoomThread(void* arg) { cout << "DEBUG: in room thread" << endl; WorldRoom* room = reinterpret_cast(arg); cout << "DEBUG: Beginning try block" << endl; try { cout << "DEBUG: Init" << endl; room->Init(); cout << "DEBUG: Loop" << endl; room->Loop(); cout << "DEBUG: Quit" << endl; room->Quit(); } catch(exception& e) { cerr << "Fatal room error: " << e.what() << endl; return 1; } cout << "DEBUG: Successfully ending room thread" << endl; return 0; } WorldRoom::WorldRoom(PlayerMap const& arg1): playerMap(arg1) { // } WorldRoom::~WorldRoom() { // } void WorldRoom::OpenRoom() { cout << "DEBUG: In OpenRoom" << endl; if (running) { throw(std::runtime_error("Cannot open a room that is already running")); } running = true; cout << "DEBUG: Attempting to create thread" << endl; if (!(thread = SDL_CreateThread(worldRoomThread, this))) { throw(std::runtime_error("Failed to open the room thread")); } cout << "DEBUG: End of thread call" << endl; } void WorldRoom::CloseRoom() { running = false; SDL_WaitThread(thread, nullptr); } void WorldRoom::KillRoom() { running = false; SDL_KillThread(thread); } void WorldRoom::Init() { // } void WorldRoom::Loop() { cout << "DEBUG: In Loop" << endl; while(running) { cout << "DEBUG: Top of loop" << endl; while(networkInQueue.Size() > 0) { HandlePacket(networkInQueue.PopFront()); } SDL_Delay(10); } } void WorldRoom::Quit() { // } void WorldRoom::HandlePacket(NetworkPacket packet) { cout << "packet received" << endl; }