Use Common::Event
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@ -19,7 +19,7 @@ namespace Core {
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// Time between room is announced to web_service
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// Time between room is announced to web_service
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static constexpr std::chrono::seconds announce_time_interval(15);
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static constexpr std::chrono::seconds announce_time_interval(15);
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AnnounceMultiplayerSession::AnnounceMultiplayerSession() : announce(false) {
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AnnounceMultiplayerSession::AnnounceMultiplayerSession() {
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#ifdef ENABLE_WEB_SERVICE
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#ifdef ENABLE_WEB_SERVICE
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backend = std::make_unique<WebService::RoomJson>(
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backend = std::make_unique<WebService::RoomJson>(
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Settings::values.announce_multiplayer_room_endpoint_url, Settings::values.citra_username,
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Settings::values.announce_multiplayer_room_endpoint_url, Settings::values.citra_username,
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@ -33,18 +33,14 @@ void AnnounceMultiplayerSession::Start() {
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if (announce_multiplayer_thread) {
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if (announce_multiplayer_thread) {
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Stop();
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Stop();
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}
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}
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shutdown_event.Reset();
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announce_multiplayer_thread =
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announce_multiplayer_thread =
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std::make_unique<std::thread>(&AnnounceMultiplayerSession::AnnounceMultiplayerLoop, this);
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std::make_unique<std::thread>(&AnnounceMultiplayerSession::AnnounceMultiplayerLoop, this);
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}
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}
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void AnnounceMultiplayerSession::Stop() {
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void AnnounceMultiplayerSession::Stop() {
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if (!announce)
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return;
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announce = false;
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// Detaching the loop, to not wait for the sleep to finish. The loop thread will finish soon.
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if (announce_multiplayer_thread) {
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if (announce_multiplayer_thread) {
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cv.notify_all();
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shutdown_event.Set();
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announce_multiplayer_thread->join();
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announce_multiplayer_thread->join();
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announce_multiplayer_thread.reset();
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announce_multiplayer_thread.reset();
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backend->Delete();
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backend->Delete();
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@ -69,19 +65,16 @@ AnnounceMultiplayerSession::~AnnounceMultiplayerSession() {
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}
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}
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void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() {
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void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() {
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announce = true;
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auto update_time = std::chrono::steady_clock::now();
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std::future<Common::WebResult> future;
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std::future<Common::WebResult> future;
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while (announce) {
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while (!shutdown_event.WaitUntil(update_time)) {
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std::unique_lock<std::mutex> lock(cv_m);
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update_time += announce_time_interval;
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cv.wait_for(lock, announce_time_interval);
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std::shared_ptr<Network::Room> room = Network::GetRoom().lock();
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std::shared_ptr<Network::Room> room = Network::GetRoom().lock();
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if (!room) {
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if (!room) {
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announce = false;
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break;
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continue;
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}
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}
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if (room->GetState() != Network::Room::State::Open) {
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if (room->GetState() != Network::Room::State::Open) {
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announce = false;
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break;
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continue;
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}
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}
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Network::RoomInformation room_information = room->GetRoomInformation();
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Network::RoomInformation room_information = room->GetRoomInformation();
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std::vector<Network::Room::Member> memberlist = room->GetRoomMemberList();
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std::vector<Network::Room::Member> memberlist = room->GetRoomMemberList();
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@ -4,8 +4,6 @@
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#pragma once
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#pragma once
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#include <atomic>
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#include <condition_variable>
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#include <functional>
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#include <functional>
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#include <memory>
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#include <memory>
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#include <mutex>
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#include <mutex>
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@ -13,6 +11,7 @@
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#include <thread>
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#include <thread>
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#include "common/announce_multiplayer_room.h"
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#include "common/announce_multiplayer_room.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "common/thread.h"
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namespace Core {
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namespace Core {
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@ -58,11 +57,7 @@ public:
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std::future<AnnounceMultiplayerRoom::RoomList> GetRoomList(std::function<void()> func);
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std::future<AnnounceMultiplayerRoom::RoomList> GetRoomList(std::function<void()> func);
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private:
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private:
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std::atomic<bool> announce{false};
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Common::Event shutdown_event;
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/// conditional variable to notify the announce thread to end early
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std::condition_variable cv;
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std::mutex cv_m; ///< mutex for cv
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std::mutex callback_mutex;
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std::mutex callback_mutex;
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std::set<CallbackHandle> error_callbacks;
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std::set<CallbackHandle> error_callbacks;
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std::unique_ptr<std::thread> announce_multiplayer_thread;
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std::unique_ptr<std::thread> announce_multiplayer_thread;
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