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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@@ -68,6 +68,20 @@ NetPacketInit::Init()
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m_data.test = htonl(0);
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}
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boost::shared_ptr<NetPacket>
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NetPacketInit::Clone() const
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{
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boost::shared_ptr<NetPacket> newPacket(new NetPacketInit);
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try
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{
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newPacket->SetData(GetData());
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} catch (const NetException &)
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{
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// Need to return the new packet anyway.
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}
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return newPacket;
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}
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const NetPacketHeader *
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NetPacketInit::GetData() const
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{
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@@ -118,6 +132,20 @@ NetPacketInitAck::Init()
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m_data.test = htonl(0);
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}
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boost::shared_ptr<NetPacket>
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NetPacketInitAck::Clone() const
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{
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boost::shared_ptr<NetPacket> newPacket(new NetPacketInitAck);
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try
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{
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newPacket->SetData(GetData());
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} catch (const NetException &)
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{
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// Need to return the new packet anyway.
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}
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return newPacket;
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}
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const NetPacketHeader *
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NetPacketInitAck::GetData() const
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{
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@@ -168,6 +196,20 @@ NetPacketGameStart::Init()
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m_data.test = htonl(0);
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}
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boost::shared_ptr<NetPacket>
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NetPacketGameStart::Clone() const
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{
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boost::shared_ptr<NetPacket> newPacket(new NetPacketGameStart);
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try
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{
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newPacket->SetData(GetData());
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} catch (const NetException &)
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{
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// Need to return the new packet anyway.
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}
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return newPacket;
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}
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const NetPacketHeader *
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NetPacketGameStart::GetData() const
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{
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