Fixed one thread per session implementation. Kind of. Still seems to have a handle leak on Windows. However, it does not scale at all and needs to be reverted. It won't even handle 500 players with 500 games on a dual core high end machine.

This commit is contained in:
lotodore
2009-01-11 20:12:26 +00:00
parent 4f7cf0bdb2
commit 29061b661c
11 changed files with 155 additions and 34 deletions
+4 -2
View File
@@ -24,9 +24,10 @@
#include <net/netcontext.h>
#include <net/receivebuffer.h>
#include <net/sessiondata.h>
#include <net/senderinterface.h>
#include <boost/shared_ptr.hpp>
class SenderCallback;
class ClientSenderCallback;
class ClientContext : public NetContext
{
@@ -108,7 +109,8 @@ private:
std::string m_cacheDir;
bool m_hasSubscribedLobbyMsg;
ReceiveBuffer m_receiveBuffer;
boost::shared_ptr<SenderCallback> m_senderCallback;
boost::shared_ptr<ClientSenderCallback> m_senderCallback;
boost::shared_ptr<SenderInterface> m_senderThread;
};
#endif