baadf554cd
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.
64 lines
1.6 KiB
C++
64 lines
1.6 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef WORLDROOM_HPP_
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#define WORLDROOM_HPP_
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#include "network_packet.hpp"
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#include "thread_safe_queue.hpp"
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#include "player.hpp"
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#include "SDL/SDL_thread.h"
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#include <map>
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class WorldRoom {
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public:
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WorldRoom(PlayerMap const&);
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~WorldRoom();
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void OpenRoom();
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void CloseRoom();
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void KillRoom();
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ThreadSafeQueue<NetworkPacket>* GetInQueue() { return &networkInQueue; };
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ThreadSafeQueue<NetworkPacket>* GetOutQueue() { return &networkOutQueue; };
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private:
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friend int worldRoomThread(void* arg);
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void Init();
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void Loop();
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void Quit();
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void HandlePacket(NetworkPacket);
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SDL_Thread* thread = nullptr;
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bool running = false;
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ThreadSafeQueue<NetworkPacket> networkInQueue;
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ThreadSafeQueue<NetworkPacket> networkOutQueue;
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PlayerMap playerMap;
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};
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#endif
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