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Ignore:
Timestamp:
Jun 28, 2009, 3:04:30 PM (15 years ago)
Author:
scheusso
Message:

a lot of cleanup
some bugfixes (Thread, ThreadPool)
the biggest part of the network (~80% cpu time) is now multithreaded (1 thread for each client)

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/netp6/src/network/Server.h

    r3214 r3240  
    3434#include "core/CorePrereqs.h"
    3535#include "Host.h"
     36#include "GamestateManager.h"
    3637#include "ServerConnection.h"
    3738
     
    4344  * It implements all functions necessary for a Server
    4445  */
    45   class _NetworkExport Server : public Host, public ServerConnection{
     46  class _NetworkExport Server : public Host, public ServerConnection, public GamestateManager{
    4647  public:
    4748    Server();
     
    6364    unsigned int shipID(){return 0;}
    6465    unsigned int playerID(){return 0;}
    65 
     66   
    6667    void addClient(ENetEvent *event);
    6768    bool createClient(int clientID);
     
    7576    void syncClassid(unsigned int clientID);
    7677
    77     GamestateManager *gamestates_;
    78 
    79 
     78    ThreadPool* threadPool_;
    8079    float timeSinceLastUpdate_;
    8180  };
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