Fixed design problem: Thread objects can now be created in any context.
Sender thread output queue is now limited. Server thread now terminates correctly. Now cloning packets when sending them to multiple recipients. Fixed one thread issue - GameStart still needs to be made thread safe.
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@@ -47,7 +47,6 @@ private:
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};
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Thread::Thread()
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: m_userReqTerminateLock(m_shouldTerminateMutex), m_threadStartBarrier(2)
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{
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}
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@@ -58,13 +57,18 @@ Thread::~Thread()
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void
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Thread::Run()
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{
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// Create the boost thread object.
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boost::mutex::scoped_lock threadLock(m_threadObjMutex);
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// Create the boost thread object.
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if (!m_threadObj.get())
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{
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// Initialise data structures within the context of the thread
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// who runs/terminates this thread.
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m_userReqTerminateLock.reset(new boost::timed_mutex::scoped_try_lock(m_shouldTerminateMutex));
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m_threadStartBarrier.reset(new boost::barrier(2));
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m_threadObj.reset(new boost::thread(ThreadStarter(*this)));
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m_threadStartBarrier.wait();
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m_threadStartBarrier->wait();
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}
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}
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@@ -72,7 +76,8 @@ void
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Thread::SignalTermination()
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{
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// Unlock the shouldTerminateMutex.
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m_userReqTerminateLock.unlock();
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if (m_userReqTerminateLock.get()) // cannot signal before calling Run
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m_userReqTerminateLock->unlock();
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}
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bool
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@@ -118,7 +123,8 @@ void
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Thread::MainWrapper()
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{
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boost::timed_mutex::scoped_lock lock(m_isTerminatedMutex);
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m_threadStartBarrier.wait();
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assert(m_threadStartBarrier.get());
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m_threadStartBarrier->wait();
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this->Main();
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}
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