One sender thread per client. Requires loads of resources. Kind of hacked, because the internal dependencies are very ugly now. Requires loads of testing. A problem might be the last packet sent by the server to a specific client before closing the connection, for example an error message. It might never even reach the client, because the sender thread is terminated before. I have not yet found a good way to fix this.

This commit is contained in:
lotodore
2009-01-07 21:52:16 +00:00
parent 606158c4f0
commit d72cdb6873
16 changed files with 150 additions and 325 deletions
-3
View File
@@ -87,8 +87,6 @@ public:
ServerStats GetStats() const;
boost::posix_time::ptime GetStartTime() const;
SenderInterface &GetSender();
protected:
typedef std::deque<boost::shared_ptr<ConnectData> > ConnectQueue;
@@ -190,7 +188,6 @@ private:
GameMap m_gameMap;
boost::shared_ptr<ReceiverHelper> m_receiver;
boost::shared_ptr<SenderInterface> m_sender;
boost::shared_ptr<ServerSenderCallback> m_senderCallback;
GuiInterface &m_gui;
AvatarManager &m_avatarManager;