Some changes to make cppcheck happy.
This commit is contained in:
@@ -253,7 +253,8 @@ QString MyAvatarLabel::getPlayerTip(QString playerName)
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void MyAvatarLabel::setPlayerTip()
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void MyAvatarLabel::setPlayerTip()
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{
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{
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int found=0;
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int found=0;
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std::string rating="1", separator="(!#$%)";
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//std::string rating="1";
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std::string separator="(!#$%)";
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std::string tip = std::string((const char*)myW->textEdit_tipInput->toPlainText().toUtf8());
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std::string tip = std::string((const char*)myW->textEdit_tipInput->toPlainText().toUtf8());
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std::string playerName;
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std::string playerName;
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if(myW->tabWidget_Left->widget(2) == myW->tab_editTip)playerName = myW->tabWidget_Left->tabText(2).toUtf8().constData();
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if(myW->tabWidget_Left->widget(2) == myW->tab_editTip)playerName = myW->tabWidget_Left->tabText(2).toUtf8().constData();
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@@ -29,7 +29,6 @@
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class ClientThread;
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class ClientThread;
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class ClientCallback;
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class ClientCallback;
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class ResolverThread;
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class Game;
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class Game;
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class NetPacket;
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class NetPacket;
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class DownloadHelper;
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class DownloadHelper;
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@@ -187,7 +187,6 @@ protected:
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bool GetLoginData(LoginData &loginData) const;
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bool GetLoginData(LoginData &loginData) const;
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unsigned GetGameIdByName(const std::string &name) const;
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void AddGameInfo(unsigned gameId, const GameInfo &info);
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void AddGameInfo(unsigned gameId, const GameInfo &info);
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void UpdateGameInfoMode(unsigned gameId, GameMode mode);
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void UpdateGameInfoMode(unsigned gameId, GameMode mode);
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void UpdateGameInfoAdmin(unsigned gameId, unsigned adminPlayerId);
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void UpdateGameInfoAdmin(unsigned gameId, unsigned adminPlayerId);
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@@ -21,7 +21,6 @@
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#include <net/clientcontext.h>
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#include <net/clientcontext.h>
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#include <net/senderhelper.h>
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#include <net/senderhelper.h>
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#include <net/netpacket.h>
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#include <net/netpacket.h>
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#include <net/resolverthread.h>
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#include <net/clientexception.h>
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#include <net/clientexception.h>
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#include <net/socket_helper.h>
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#include <net/socket_helper.h>
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#include <net/socket_msg.h>
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#include <net/socket_msg.h>
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@@ -1225,24 +1225,6 @@ ClientThread::GetLoginData(LoginData &loginData) const
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return retVal;
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return retVal;
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}
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}
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unsigned
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ClientThread::GetGameIdByName(const std::string &name) const
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{
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// Find the game.
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boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
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GameInfoMap::const_iterator i = m_gameInfoMap.begin();
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GameInfoMap::const_iterator end = m_gameInfoMap.end();
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while (i != end) {
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if (i->second.name == name)
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break;
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++i;
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}
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if (i == end)
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throw ClientException(__FILE__, __LINE__, ERR_NET_UNKNOWN_GAME, 0);
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return i->first;
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}
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void
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void
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ClientThread::AddGameInfo(unsigned gameId, const GameInfo &info)
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ClientThread::AddGameInfo(unsigned gameId, const GameInfo &info)
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{
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{
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@@ -1,96 +0,0 @@
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/*****************************************************************************
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* PokerTH - The open source texas holdem engine *
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* Copyright (C) 2006-2011 Felix Hammer, Florian Thauer, Lothar May *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Affero General Public License as *
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* published by the Free Software Foundation, either version 3 of the *
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* License, or (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Affero General Public License for more details. *
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* *
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* You should have received a copy of the GNU Affero General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*****************************************************************************/
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#include <net/socket_helper.h>
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#include <net/resolverthread.h>
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#include <net/clientcontext.h>
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#include <net/clientexception.h>
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#include <sstream>
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#include <cassert>
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using namespace std;
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ResolverThread::ResolverThread()
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: m_retVal(false)
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{
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m_context.reset(new ClientContext);
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}
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ResolverThread::~ResolverThread()
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{
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}
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void
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ResolverThread::Init(const ClientContext &context)
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{
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if (IsRunning())
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return; // TODO: throw exception
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GetContext().SetAddrFamily(context.GetAddrFamily());
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GetContext().SetServerAddr(context.GetServerAddr());
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GetContext().SetServerPort(context.GetServerPort());
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}
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bool
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ResolverThread::GetResult(ClientContext &context) const
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{
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if (IsRunning())
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return false; // TODO: throw exception
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if (m_retVal)
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memcpy(context.GetClientSockaddr(), GetContext().GetClientSockaddr(), GetContext().GetClientSockaddrSize());
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return m_retVal;
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}
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void
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ResolverThread::Main()
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{
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const ClientContext &context = GetContext();
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// Convert the port to a string.
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ostringstream tmpStr;
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tmpStr << context.GetServerPort();
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// Start the name resolution.
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m_retVal = socket_resolve(
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context.GetServerAddr().c_str(),
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tmpStr.str().c_str(),
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context.GetAddrFamily(),
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SOCK_STREAM,
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context.GetProtocol(),
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(struct sockaddr *)context.GetClientSockaddr(),
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context.GetClientSockaddrSize());
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}
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const ClientContext &
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ResolverThread::GetContext() const
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{
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assert(m_context.get());
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return *m_context;
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}
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ClientContext &
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ResolverThread::GetContext()
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{
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assert(m_context.get());
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return *m_context;
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}
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@@ -1,60 +0,0 @@
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/*****************************************************************************
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* PokerTH - The open source texas holdem engine *
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* Copyright (C) 2006-2011 Felix Hammer, Florian Thauer, Lothar May *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Affero General Public License as *
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* published by the Free Software Foundation, either version 3 of the *
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* License, or (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Affero General Public License for more details. *
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* *
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* You should have received a copy of the GNU Affero General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*****************************************************************************/
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/* Name resolution thread. */
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#ifndef _RESOLVERTHREAD_H_
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#define _RESOLVERTHREAD_H_
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#include <string>
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#include <core/thread.h>
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class ClientContext;
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class ResolverThread : public Thread
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{
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public:
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ResolverThread();
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virtual ~ResolverThread();
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// Set the parameters. Does not do any error checking.
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// To prevent access faults if this thread cannot be
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// terminated, the data is not modified.
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void Init(const ClientContext &context);
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// Retrieve the result of the name resolution.
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// ONLY CALL THIS FUNCTION AFTER THE THREAD TERMINATED.
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// You have been warned...
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bool GetResult(ClientContext &context) const;
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protected:
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// Main function of the thread.
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virtual void Main();
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const ClientContext &GetContext() const;
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ClientContext &GetContext();
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private:
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boost::shared_ptr<ClientContext> m_context;
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bool m_retVal;
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};
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#endif
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Reference in New Issue
Block a user