Adding error handling so that an error within a game does not terminate the server, only the single game.

This commit is contained in:
lotodore
2009-06-19 20:48:57 +00:00
parent 993c2529c3
commit 4c8248353a
2 changed files with 209 additions and 181 deletions
+1
View File
@@ -140,6 +140,7 @@ protected:
virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
void TimerLoop(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void EngineLoop(boost::shared_ptr<ServerGame> server);
void TimerShowCards(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void TimerComputerAction(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void TimerNextHand(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);