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1,929 Commits 9 Branches 1 Tag
71e9c35ff29603b8af75caec5e5b03d3f8b6d5fb
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5 Commits
Author SHA1 Message Date
lotodore e53c60c263 Creating a new asio timer instead of reusing the old one. Reusing leads to strange crashes. Whoever invented the semantics of the asio timer obviously did not consider the need to restart a timer within the handler. Oh well. The asio timer service also seems to sleep all the time (not using up 100% load if timeout of all timeouts are 0). Pending further tests, asio timers might be unsuitable. 2009-06-08 21:53:14 +00:00
lotodore c8594e8e7b Canceling asio timers has bad semantics, and causes loads of trouble. Therefore, cancelled timers are simply marked as such, and the asio callback is silently ignored. This fixes several crashes, if players were removed from a game due to an error, because some timers were not cancelled. *sigh* This one took a lot of nerve. 2009-06-07 23:25:13 +00:00
lotodore 47648392fb Use boost::asio timer callbacks instead of self-made ones. There are still some termination issues (terminating a network game will result in a crash). However, it should be quite effective now with a large number of users. 2009-06-01 19:49:16 +00:00
lotodore 59358bff0e Fixed server crash when trying to start a game. Server is still broken, though... 2009-05-31 13:17:02 +00:00
lotodore 60b5d45c53 Adopting changes from asio branch. Currently broken. 2009-05-04 21:11:29 +00:00
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