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.
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@@ -24,9 +24,10 @@
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#include <net/netcontext.h>
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#include <net/receivebuffer.h>
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#include <net/sessiondata.h>
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#include <net/senderinterface.h>
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#include <boost/shared_ptr.hpp>
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class SenderCallback;
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class ClientSenderCallback;
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class ClientContext : public NetContext
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{
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@@ -108,7 +109,8 @@ private:
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std::string m_cacheDir;
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bool m_hasSubscribedLobbyMsg;
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ReceiveBuffer m_receiveBuffer;
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boost::shared_ptr<SenderCallback> m_senderCallback;
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boost::shared_ptr<ClientSenderCallback> m_senderCallback;
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boost::shared_ptr<SenderInterface> m_senderThread;
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};
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#endif
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