When creating a network game, a client is also started.

Network errors are handled globally.
Fixed last network thread issue by using a notification queue, should work fine now.
This commit is contained in:
lotodore
2007-03-20 14:05:16 +00:00
parent 7a704c2995
commit 62e72617ba
9 changed files with 172 additions and 100 deletions
+2 -2
View File
@@ -59,8 +59,8 @@ ServerThread::StartGame()
if (!IsRunning())
return; // TODO: throw exception
// TODO: possible race condition
GetRecvThread().StartGame();
// Thread-safe notification.
GetRecvThread().AddNotification(NOTIFY_GAME_START);
}
ServerCallback &