Made ServerParser execute on the same thread

This commit is contained in:
Anonymous275
2020-11-10 09:10:46 +02:00
parent fbe0d6dbd0
commit 6d6d8ef7e7
2 changed files with 4 additions and 4 deletions
+1 -1
View File
@@ -19,7 +19,7 @@ void UDPSend(std::string Data);
void CoreNetwork(); void CoreNetwork();
void SendLarge(std::string Data); void SendLarge(std::string Data);
void TCPSend(const std::string&Data); void TCPSend(const std::string&Data);
void GameSend(std::string Data); void GameSend(const std::string& Data);
std::string GetAddr(const std::string&IP); std::string GetAddr(const std::string&IP);
void ServerParser(const std::string& Data); void ServerParser(const std::string& Data);
void TCPClientMain(const std::string& IP,int Port); void TCPClientMain(const std::string& IP,int Port);
+3 -3
View File
@@ -9,13 +9,14 @@
#include <sstream> #include <sstream>
#include <string> #include <string>
#include <thread> #include <thread>
std::chrono::time_point<std::chrono::steady_clock> PingStart,PingEnd; std::chrono::time_point<std::chrono::steady_clock> PingStart,PingEnd;
bool GConnected = false; bool GConnected = false;
bool CServer = true; bool CServer = true;
extern SOCKET UDPSock; extern SOCKET UDPSock;
extern SOCKET TCPSock; extern SOCKET TCPSock;
SOCKET CSocket; SOCKET CSocket;
void GameSend(std::string Data){ void GameSend(const std::string& Data){
if(TCPTerminate || !GConnected || CSocket == -1)return; if(TCPTerminate || !GConnected || CSocket == -1)return;
#ifdef DEBUG #ifdef DEBUG
//debug("Launcher game send -> " + std::to_string(Data.size())); //debug("Launcher game send -> " + std::to_string(Data.size()));
@@ -138,8 +139,7 @@ void ParserAsync(const std::string& Data){
GameSend(Data); GameSend(Data);
} }
void ServerParser(const std::string& Data){ void ServerParser(const std::string& Data){
std::thread Async(ParserAsync,Data); ParserAsync(Data);
Async.detach();
} }
void NetMain(const std::string& IP, int Port){ void NetMain(const std::string& IP, int Port){
std::thread Ping(AutoPing); std::thread Ping(AutoPing);