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/**
* @file dthread.cpp
*
* Implementation of functions for updating game state from network commands.
*/
#include <list>
#include <mutex>
#include "nthread.h"
#include "utils/sdl_cond.h"
#include "utils/sdl_thread.h"
namespace devilution {
struct DThreadPkt {
int pnum;
_cmd_id cmd;
std::unique_ptr<byte[]> data;
uint32_t len;
DThreadPkt(int pnum, _cmd_id(cmd), std::unique_ptr<byte[]> data, uint32_t len)
: pnum(pnum)
, cmd(cmd)
, data(std::move(data))
, len(len)
{
}
};
namespace {
std::optional<SdlMutex> DthreadMutex;
std::list<DThreadPkt> InfoList;
bool DthreadRunning;
std::optional<SdlCond> WorkToDo;
/* rdata */
SdlThread Thread;
void DthreadHandler()
{
std::lock_guard<SdlMutex> lock(*DthreadMutex);
while (true) {
while (!InfoList.empty()) {
DThreadPkt pkt = std::move(InfoList.front());
InfoList.pop_front();
DthreadMutex->unlock();
multi_send_zero_packet(pkt.pnum, pkt.cmd, pkt.data.get(), pkt.len);
DthreadMutex->lock();
}
if (!DthreadRunning)
return;
WorkToDo->wait(*DthreadMutex);
}
}
} // namespace
void dthread_remove_player(uint8_t pnum)
{
std::lock_guard<SdlMutex> lock(*DthreadMutex);
InfoList.remove_if([&](auto &pkt) {
return pkt.pnum == pnum;
});
}
void dthread_send_delta(int pnum, _cmd_id cmd, std::unique_ptr<byte[]> data, uint32_t len)
{
if (!gbIsMultiplayer)
return;
DThreadPkt pkt { pnum, cmd, std::move(data), len };
std::lock_guard<SdlMutex> lock(*DthreadMutex);
InfoList.push_back(std::move(pkt));
WorkToDo->signal();
}
void dthread_start()
{
if (!gbIsMultiplayer)
return;
DthreadRunning = true;
DthreadMutex.emplace();
WorkToDo.emplace();
Thread = SdlThread { DthreadHandler };
}
void DThreadCleanup()
{
if (!DthreadRunning)
return;
{
std::lock_guard<SdlMutex> lock(*DthreadMutex);
DthreadRunning = false;
InfoList.clear();
WorkToDo->signal();
}
Thread.join();
DthreadMutex = std::nullopt;
WorkToDo = std::nullopt;
}
} // namespace devilution