/* 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 "player_entity.hpp" #include "SDL/SDL_thread.h" #include class WorldRoom { public: WorldRoom(PlayerMap const&); ~WorldRoom(); void OpenRoom(); void CloseRoom(); void KillRoom(); ThreadSafeQueue* GetInQueue() { return &networkInQueue; }; ThreadSafeQueue* 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 networkInQueue; ThreadSafeQueue networkOutQueue; PlayerMap playerMap; PlayerEntityMap playerEntityMap; }; #endif