author | Tero Marttila <terom@fixme.fi> |
Sun, 02 Jun 2013 16:15:23 +0300 | |
changeset 448 | 34bdf0783874 |
parent 431 | c6d7272a164b |
permissions | -rw-r--r-- |
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#include "Engine.hh" |
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#include "SinglePlayer.hh" |
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#include "Config.hh" |
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// XXX: how does this work if we don't have NETWORK_ENABLED? |
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#include "Network/Reactor.hh" |
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|
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// include the real component definitions |
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#if NETWORK_ENABLED |
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#include "Network/Client.hh" |
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#include "Network/Server.hh" |
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#endif |
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|
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#if GRAPHICS_ENABLED |
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#include "Graphics/Graphics.hh" |
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#include "Graphics/GameView.hh" |
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#endif |
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#include <iostream> |
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#include <cassert> |
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|
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/* |
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* Initialize static Engine global state |
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*/ |
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LogLevel Engine::log_level = DEBUG; |
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|
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Engine::Engine (const EngineConfig &config) : |
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terrain(NULL), game_state(NULL), graphics(NULL), net_server(NULL), net_client_connect(NULL), |
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game_view(NULL), |
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is_running(true), resources(config.resource_path) |
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{ |
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// update global log_level |
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Engine::log_level = config.log_level; |
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} |
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void Engine::setupGame (Terrain *terrain) { |
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// ensure this isn't called in inappropriate ways |
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assert(!net_server); |
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|
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// remember the terrain |
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this->terrain = terrain; |
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|
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// create the GameState |
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game_state = new GameState(*terrain); |
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} |
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|
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void Engine::setupGame (const TerrainConfig &config) { |
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// proxy off to setupGame(Terrain *) |
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setupGame(new Terrain(config)); |
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} |
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|
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void Engine::setupGraphics (const DisplayConfig &config) { |
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|
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#if GRAPHICS_ENABLED |
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assert(!graphics); |
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// create the graphics |
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graphics = new graphics::Graphics(*this, resources, config); |
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|
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#else |
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(void) config; |
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|
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throw Error("No Graphics support available"); |
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|
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#endif |
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|
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} |
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|
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void Engine::startGameView (LocalPlayer *player) { |
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|
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#if GRAPHICS_ENABLED |
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assert(graphics && !game_view); |
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|
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game_view = graphics->displayGameView(*game_state, player); |
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|
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#else |
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(void) player; |
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|
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throw Error("No Graphics support available"); |
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Tero Marttila <terom@fixme.fi>
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81 |
|
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Tero Marttila <terom@fixme.fi>
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82 |
#endif |
c503e0c6a740
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Tero Marttila <terom@fixme.fi>
parents:
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83 |
|
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84 |
} |
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85 |
|
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86 |
void Engine::setupNetworkServer (const std::string &listen_port) { |
417
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87 |
|
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88 |
#if NETWORK_ENABLED |
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89 |
NetworkEndpoint listen_addr(listen_port); |
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|
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91 |
assert(terrain && game_state); |
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|
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// create the server |
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net_server = new NetworkServer(*game_state, listen_addr); |
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95 |
|
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96 |
// put graphics into GameView mode |
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97 |
if (graphics) |
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startGameView(NULL); |
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Tero Marttila <terom@fixme.fi>
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99 |
|
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100 |
#else |
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Tero Marttila <terom@fixme.fi>
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101 |
(void) listen_port; |
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102 |
|
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103 |
throw Error("No Network support available"); |
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Tero Marttila <terom@fixme.fi>
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104 |
|
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105 |
#endif |
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106 |
} |
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107 |
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108 |
void Engine::setupNetworkClient (const std::string &connect_host, const std::string &connect_port) { |
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109 |
|
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110 |
#if NETWORK_ENABLED |
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111 |
// client operation requires graphics |
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112 |
if (!GRAPHICS_ENABLED) |
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113 |
throw Error("Network client mode requires graphics support"); |
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114 |
|
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115 |
// connect_to |
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116 |
NetworkEndpoint connect_addr(connect_host, connect_port); |
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|
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// begin connecting, the client will callback us with setupGame once it's connected |
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net_client_connect = new NetworkClientConnect(*this, connect_addr); |
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120 |
|
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121 |
#else |
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122 |
(void) connect_host; |
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123 |
(void) connect_port; |
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124 |
|
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125 |
throw Error("No Network support available"); |
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126 |
|
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127 |
#endif |
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128 |
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} |
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130 |
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131 |
void Engine::setupSinglePlayer (void) { |
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assert(terrain && game_state); |
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133 |
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// create player directly |
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135 |
LocalPlayer* lp = new SinglePlayer(*game_state); |
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136 |
|
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137 |
// add to gamestate |
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138 |
game_state->setLocalPlayer(lp); |
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139 |
|
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// put graphics into GameView mode |
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141 |
if (graphics) |
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142 |
startGameView(lp); |
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143 |
} |
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144 |
|
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145 |
GameState& Engine::onNetworkClientConnected (Terrain *terrain) { |
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146 |
// sanity-check |
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assert(!this->terrain && !game_state && graphics); |
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148 |
|
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149 |
// setup the game |
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setupGame(terrain); |
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151 |
|
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152 |
// start the GameView, but no LocalPlayer yet |
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startGameView(NULL); |
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154 |
|
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155 |
// return GameState |
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156 |
return *game_state; |
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157 |
} |
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158 |
|
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159 |
void Engine::onNetworkClientPlayer (LocalPlayer *player) { |
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160 |
|
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161 |
#if GRAPHICS_ENABLED |
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162 |
assert(game_view); |
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163 |
|
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164 |
// set the GameView's player |
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165 |
game_view->setPlayer(player); |
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166 |
|
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167 |
#else |
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168 |
(void) player; |
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169 |
|
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170 |
assert(graphics); |
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171 |
|
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172 |
#endif |
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173 |
|
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174 |
} |
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175 |
|
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176 |
void Engine::stop (void) { |
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177 |
is_running = false; |
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178 |
} |
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179 |
|
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180 |
void Engine::run (void) { |
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181 |
#if NETWORK_ENABLED |
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182 |
// timeout for NetworkReactor |
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183 |
timeval timeout; |
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|
184 |
#endif |
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185 |
|
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186 |
while (is_running) { |
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|
187 |
/* |
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|
188 |
* Run internal ClanLib stuff (also includes our timers) until our timeout has elapsed |
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|
189 |
*/ |
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|
190 |
CL_System::keep_alive(ENGINE_TIMEOUT_MS); |
380 | 191 |
|
418
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192 |
#if NETWORK_ENABLED |
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|
193 |
// setup timeout to zero |
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|
194 |
timeout.tv_sec = 0; |
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|
195 |
timeout.tv_usec = 0; |
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|
196 |
|
380 | 197 |
/* |
198 |
* Thursday came and went, I re-wrote clan-event. |
|
199 |
* |
|
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|
200 |
* (actually, we only use it for zero-timeout polling now... not sure if this is better than using the above |
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|
201 |
* CL_System::keep_alive) |
380 | 202 |
*/ |
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|
203 |
NetworkReactor::current->poll(&timeout); |
417
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|
204 |
#endif |
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205 |
} |
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206 |
} |
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207 |