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Copy pathServerThread.h
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55 lines (42 loc) · 1.15 KB
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#ifndef _SERVERTHREAD_GUARD
#define _SERVERTHREAD_GUARD
#include "GameState.h"
#include "ClientThread.h"
#include "config.h"
#include <mutex>
#include <atomic>
#include <thread>
#include <vector>
#include <map>
#include <poll.h>
class PlayerManager;
class ServerThread {
public:
ServerThread(int N, int M, ClientThread& client);
~ServerThread();
void init(const char* port = NULL);
void acceptClients();
void connectClients();
bool createBackupServer();
void newServer(const PlayerManager* pm, const std::string& host, const std::string& port);
const std::string& getPort() const { return port; }
private:
std::string port;
int sockfd;
std::vector<struct pollfd> fds;
GameState gameState;
ClientThread& ct;
std::map<int, PlayerManager*> pms; //sockfd to playerManager
std::mutex pms_mtx;
std::thread connect_th;
std::thread loop_th;
std::atomic<bool> running;
std::atomic<bool> new_srv_created;
std::condition_variable cv_new_srv;
std::mutex new_srv_mtx;
void loop();
bool tryBind(const char* port);
void acceptClient(int id);
void connectClientsLoop();
};
#endif