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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@@ -18,22 +18,18 @@
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***************************************************************************/
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#include <net/sessiondata.h>
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#include <net/senderthread.h>
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#include <net/senderinterface.h>
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SessionData::SessionData(SOCKET sockfd, SessionId id, SenderCallback &cb)
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SessionData::SessionData(SOCKET sockfd, SessionId id, boost::shared_ptr<SenderInterface> sender, SessionDataCallback &cb)
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: m_sockfd(sockfd), m_id(id), m_state(SessionData::Init), m_readyFlag(false),
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m_wantsLobbyMsg(true), m_activityTimeoutNoticeSent(false)
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m_wantsLobbyMsg(true), m_activityTimeoutNoticeSent(false), m_callback(cb)
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{
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m_sender.reset(new SenderThread(cb));
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m_sender->Start();
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m_sender = sender;
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}
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SessionData::~SessionData()
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{
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m_sender->SignalStop();
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m_sender->WaitStop();
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if (m_sockfd != INVALID_SOCKET)
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CLOSESOCKET(m_sockfd);
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m_callback.SignalSessionTerminated(m_id);
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}
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SessionId
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