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.
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@@ -87,8 +87,6 @@ public:
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ServerStats GetStats() const;
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boost::posix_time::ptime GetStartTime() const;
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SenderInterface &GetSender();
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protected:
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typedef std::deque<boost::shared_ptr<ConnectData> > ConnectQueue;
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@@ -190,7 +188,6 @@ private:
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GameMap m_gameMap;
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boost::shared_ptr<ReceiverHelper> m_receiver;
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boost::shared_ptr<SenderInterface> m_sender;
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boost::shared_ptr<ServerSenderCallback> m_senderCallback;
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GuiInterface &m_gui;
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AvatarManager &m_avatarManager;
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