NetworkSingleton: LibEvent thread is joined properly on server exit.
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@ -63,8 +63,7 @@ cNetworkSingleton::cNetworkSingleton(void):
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}
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// Create the event loop thread:
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std::thread EventLoopThread(RunEventLoop, this);
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EventLoopThread.detach();
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m_EventLoopThread = std::thread(RunEventLoop, this);
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}
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@ -98,7 +97,7 @@ void cNetworkSingleton::Terminate(void)
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// Wait for the LibEvent event loop to terminate:
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event_base_loopbreak(m_EventBase);
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m_EventLoopTerminated.Wait();
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m_EventLoopThread.join();
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// Remove all objects:
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{
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@ -143,7 +142,6 @@ void cNetworkSingleton::LogCallback(int a_Severity, const char * a_Msg)
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void cNetworkSingleton::RunEventLoop(cNetworkSingleton * a_Self)
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{
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event_base_loop(a_Self->m_EventBase, EVLOOP_NO_EXIT_ON_EMPTY);
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a_Self->m_EventLoopTerminated.Set();
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}
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@ -116,12 +116,12 @@ protected:
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/** Mutex protecting all containers against multithreaded access. */
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cCriticalSection m_CS;
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/** Event that gets signalled when the event loop terminates. */
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cEvent m_EventLoopTerminated;
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/** Set to true if Terminate has been called. */
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volatile bool m_HasTerminated;
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/** The thread in which the main LibEvent loop runs. */
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std::thread m_EventLoopThread;
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/** Initializes the LibEvent internals. */
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cNetworkSingleton(void);
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