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Tortuga/server/world_room.hpp
T
Kayne Ruse baadf554cd BUGFIX: Solved server failure
Cause:

server/server_application.cpp: line 93

The last argument to std::pair was simply a call to WorldRoom's
contructor. This created a temporary object that fufilled this line, but
after the new std::pair object was added to worldRoomMap, this WorldRoom
object went out of scope.

server/server_application.cpp: line 96

When OpenRoom() was called using an object that was out of scope, the
entire server simply failed.

Solution:

Changed worldRoomMap to hold a pointer to a WorldRoom object, rather than the
object itself. The new and delete operators should be used to create and
delete WorldRoom objects respectfully.
2013-12-14 00:23:20 +11:00

64 lines
1.6 KiB
C++

/* 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;
};
#endif