Refactored server states - removed all thread local storage objects to ensure that they do not cause resource leaks.

This commit is contained in:
lotodore
2007-11-21 23:34:25 +00:00
parent a7f0a23f22
commit e28220a8ad
4 changed files with 84 additions and 113 deletions
+27 -36
View File
@@ -44,7 +44,7 @@ public:
virtual ~ServerGameState();
// Initialize after switching to this state.
virtual void Init() = 0;
virtual void Init(ServerGameThread &server) = 0;
// Handling of a new session.
virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session) = 0;
@@ -70,24 +70,6 @@ protected:
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
};
// Abstract State: Timer.
class AbstractServerGameStateTimer : virtual public ServerGameState
{
public:
virtual ~AbstractServerGameStateTimer();
virtual void Init();
const boost::timers::portable::microsec_timer &GetTimer() const {return m_timer;}
protected:
AbstractServerGameStateTimer();
private:
boost::timers::portable::microsec_timer m_timer;
};
// Abstract State: Game is running.
class AbstractServerGameStateRunning : virtual public ServerGameState
{
@@ -102,6 +84,15 @@ protected:
AbstractServerGameStateRunning();
};
// Abstract State: Timer.
class AbstractServerGameStateTimer : virtual public ServerGameState
{
public:
virtual ~AbstractServerGameStateTimer();
virtual void Init(ServerGameThread &server);
};
// State: Initialization.
class ServerGameStateInit : public AbstractServerGameStateReceiving
{
@@ -111,7 +102,7 @@ public:
virtual ~ServerGameStateInit();
virtual void Init() {}
virtual void Init(ServerGameThread & /*server*/) {}
//
virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session);
@@ -126,7 +117,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateInit> Ptr;
static ServerGameStateInit m_state;
};
// Wait for Ack of start event.
@@ -150,7 +141,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateWaitAck> Ptr;
static ServerGameStateWaitAck m_state;
};
// State: Start server game.
@@ -162,7 +153,7 @@ public:
virtual ~ServerGameStateStartGame();
virtual void Init() {}
virtual void Init(ServerGameThread & /*server*/) {}
//
virtual int Process(ServerGameThread &server);
@@ -174,7 +165,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateStartGame> Ptr;
static ServerGameStateStartGame m_state;
};
// State: Start new hand.
@@ -186,7 +177,7 @@ public:
virtual ~ServerGameStateStartHand();
virtual void Init() {}
virtual void Init(ServerGameThread & /*server*/) {}
//
virtual int Process(ServerGameThread &server);
@@ -198,7 +189,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateStartHand> Ptr;
static ServerGameStateStartHand m_state;
};
// State: Start new round.
@@ -210,7 +201,7 @@ public:
virtual ~ServerGameStateStartRound();
virtual void Init() {}
virtual void Init(ServerGameThread & /*server*/) {}
//
virtual int Process(ServerGameThread &server);
@@ -222,7 +213,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateStartRound> Ptr;
static ServerGameStateStartRound m_state;
};
// State: Wait for a player action.
@@ -248,7 +239,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateWaitPlayerAction> Ptr;
static ServerGameStateWaitPlayerAction m_state;
};
// State: Delay and computer action
@@ -272,7 +263,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateComputerAction> Ptr;
static ServerGameStateComputerAction m_state;
};
// State: Delay after dealing cards
@@ -296,7 +287,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateDealCardsDelay> Ptr;
static ServerGameStateDealCardsDelay m_state;
};
// State: Delay after showing cards (all in)
@@ -320,7 +311,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateShowCardsDelay> Ptr;
static ServerGameStateShowCardsDelay m_state;
};
// State: Delay before next hand.
@@ -344,7 +335,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateNextHandDelay> Ptr;
static ServerGameStateNextHandDelay m_state;
};
// State: Delay before next hand.
@@ -368,7 +359,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateNextGameDelay> Ptr;
static ServerGameStateNextGameDelay m_state;
};
// State: Final.
@@ -380,7 +371,7 @@ public:
virtual ~ServerGameStateFinal();
virtual void Init() {}
virtual void Init(ServerGameThread & /*server*/) {}
protected:
@@ -391,7 +382,7 @@ protected:
private:
static boost::thread_specific_ptr<ServerGameStateFinal> Ptr;
static ServerGameStateFinal m_state;
};
#ifdef _MSC_VER