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Sockets are now owned by SocketThreads instead of ClientHandle (FS #246 and FS #247)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@891 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-09-25 08:23:19 +00:00
parent 24e94e7516
commit 7a43f6be09
13 changed files with 103 additions and 114 deletions

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@ -75,9 +75,9 @@ int cClientHandle::s_ClientCount = 0;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cClientHandle:
cClientHandle::cClientHandle(const cSocket & a_Socket, int a_ViewDistance)
cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance)
: m_ViewDistance(a_ViewDistance)
, m_Socket(a_Socket)
, m_IPString(a_Socket->GetIPString())
, m_OutgoingData(64 KiB)
, m_bDestroyed(false)
, m_Player(NULL)
@ -138,12 +138,9 @@ cClientHandle::~cClientHandle()
}
}
if (m_Socket.IsValid())
if (!m_bKicking)
{
if (!m_bKicking)
{
SendDisconnect("Server shut down? Kthnxbai");
}
SendDisconnect("Server shut down? Kthnxbai");
}
if (m_Player != NULL)
@ -158,15 +155,12 @@ cClientHandle::~cClientHandle()
AString Data;
m_OutgoingData.ReadAll(Data);
m_OutgoingData.CommitRead();
cRoot::Get()->GetServer()->WriteToClient(&m_Socket, Data);
cRoot::Get()->GetServer()->WriteToClient(this, Data);
}
// Queue the socket to close as soon as it sends all outgoing data:
cRoot::Get()->GetServer()->QueueClientClose(&m_Socket);
// We need to remove the socket from SocketThreads because we own it and it gets destroyed after this destructor finishes
// TODO: The socket needs to stay alive, someone else has to own it
cRoot::Get()->GetServer()->RemoveClient(&m_Socket);
cRoot::Get()->GetServer()->QueueClientClose(this);
cRoot::Get()->GetServer()->RemoveClient(this);
delete m_Protocol;
m_Protocol = NULL;
@ -234,7 +228,7 @@ void cClientHandle::Authenticate(void)
m_Player->LoginSetGameMode(World->GetGameMode());
}
m_Player->SetIP (m_Socket.GetIPString());
m_Player->SetIP (m_IPString);
cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::HOOK_PLAYER_SPAWN, 1, m_Player);
@ -1560,10 +1554,8 @@ void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ)
void cClientHandle::PacketBufferFull(void)
{
// Too much data in the incoming queue, the server is probably too busy, kick the client:
LOGERROR("Too much data in queue for client \"%s\" @ %s, kicking them.", m_Username.c_str(), m_Socket.GetIPString().c_str());
LOGERROR("Too much data in queue for client \"%s\" @ %s, kicking them.", m_Username.c_str(), m_IPString.c_str());
SendDisconnect("Server busy");
// TODO: QueueDestroy();
cSleep::MilliSleep(1000); // Give packet some time to be received
Destroy();
}
@ -1573,13 +1565,11 @@ void cClientHandle::PacketBufferFull(void)
void cClientHandle::PacketUnknown(unsigned char a_PacketType)
{
LOGERROR("Unknown packet type 0x%02x from client \"%s\" @ %s", a_PacketType, m_Username.c_str(), m_Socket.GetIPString().c_str());
LOGERROR("Unknown packet type 0x%02x from client \"%s\" @ %s", a_PacketType, m_Username.c_str(), m_IPString.c_str());
AString Reason;
Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", a_PacketType);
SendDisconnect(Reason);
// TODO: QueueDestroy();
cSleep::MilliSleep(1000); // Give packet some time to be received
Destroy();
}
@ -1591,8 +1581,6 @@ void cClientHandle::PacketError(unsigned char a_PacketType)
{
LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", a_PacketType, m_Username.c_str());
SendDisconnect("Protocol error");
// TODO: QueueDestroy();
cSleep::MilliSleep(1000); // Give packet some time to be received
Destroy();
}
@ -1637,11 +1625,8 @@ void cClientHandle::SocketClosed(void)
{
// The socket has been closed for any reason
// TODO
/*
self->Destroy();
LOG("Client \"%s\" disconnected", GetLogName().c_str());
*/
LOG("Client \"%s\" @ %s disconnected", m_Username.c_str(), m_IPString.c_str());
Destroy();
}

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@ -50,11 +50,10 @@ public:
static const int MAX_VIEW_DISTANCE = 10;
static const int MIN_VIEW_DISTANCE = 4;
cClientHandle(const cSocket & a_Socket, int a_ViewDistance);
~cClientHandle();
cClientHandle(const cSocket * a_Socket, int a_ViewDistance);
virtual ~cClientHandle();
cSocket & GetSocket (void) { return m_Socket; }
const AString & GetIPString(void) const { return m_Socket.GetIPString(); }
const AString & GetIPString(void) const { return m_IPString; }
cPlayer* GetPlayer() { return m_Player; } // tolua_export
@ -169,6 +168,8 @@ private:
int m_ViewDistance; // Number of chunks the player can see in each direction; 4 is the minimum ( http://wiki.vg/Protocol_FAQ#.E2.80.A6all_connecting_clients_spasm_and_jerk_uncontrollably.21 )
static const int GENERATEDISTANCE = 2; // Server generates this many chunks AHEAD of player sight. 2 is the minimum, since foliage is generated 1 step behind chunk terrain generation
AString m_IPString;
int m_ProtocolVersion;
AString m_Username;
@ -178,7 +179,6 @@ private:
cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
cChunkCoordsList m_ChunksToSend; // Chunks that need to be sent to the player (queued because they weren't generated yet or there's not enough time to send them)
cSocket m_Socket;
cProtocol * m_Protocol;
cCriticalSection m_CSOutgoingData;

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@ -46,6 +46,12 @@ Usage:
class cFile
{
public:
#ifdef _WIN32
static const char PathSeparator = '\\';
#else
static const char PathSeparator = '/';
#endif
/// The mode in which to open the file
enum EMode
{

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@ -37,7 +37,7 @@ cSocketThreads::~cSocketThreads()
bool cSocketThreads::AddClient(cSocket * a_Socket, cCallback * a_Client)
bool cSocketThreads::AddClient(const cSocket & a_Socket, cCallback * a_Client)
{
// Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client
@ -71,6 +71,7 @@ bool cSocketThreads::AddClient(cSocket * a_Socket, cCallback * a_Client)
/*
void cSocketThreads::RemoveClient(const cSocket * a_Socket)
{
// Remove the socket (and associated client) from processing
@ -87,6 +88,7 @@ void cSocketThreads::RemoveClient(const cSocket * a_Socket)
// Cannot assert here, this may actually happen legally, since cClientHandle has to clean up the socket and it may have already closed in the meantime
// ASSERT(!"Removing an unknown socket");
}
*/
@ -133,20 +135,13 @@ void cSocketThreads::NotifyWrite(const cCallback * a_Client)
void cSocketThreads::Write(const cSocket * a_Socket, const AString & a_Data)
void cSocketThreads::Write(const cCallback * a_Client, const AString & a_Data)
{
// Puts a_Data into outgoing data queue for a_Socket
if (!a_Socket->IsValid())
{
// Socket already closed, ignore the request
return;
}
// Puts a_Data into outgoing data queue for a_Client
cCSLock Lock(m_CS);
for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
{
if ((*itr)->Write(a_Socket, a_Data))
if ((*itr)->Write(a_Client, a_Data))
{
return;
}
@ -181,24 +176,20 @@ void cSocketThreads::StopReading(const cCallback * a_Client)
/// Queues the socket for closing, as soon as its outgoing data is sent
void cSocketThreads::QueueClose(const cSocket * a_Socket)
void cSocketThreads::QueueClose(const cCallback * a_Client)
{
if (!a_Socket->IsValid())
{
// Already closed, ignore the request
return;
}
LOGD("QueueClose(client %p)", a_Client);
cCSLock Lock(m_CS);
for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
{
if ((*itr)->QueueClose(a_Socket))
if ((*itr)->QueueClose(a_Client))
{
return;
}
} // for itr - m_Threads[]
ASSERT(!"Queueing close of an unknown socket");
ASSERT(!"Queueing close of an unknown client");
}
@ -240,13 +231,15 @@ cSocketThreads::cSocketThread::~cSocketThread()
void cSocketThreads::cSocketThread::AddClient(cSocket * a_Socket, cCallback * a_Client)
void cSocketThreads::cSocketThread::AddClient(const cSocket & a_Socket, cCallback * a_Client)
{
ASSERT(m_NumSlots < MAX_SLOTS); // Use HasEmptySlot() to check before adding
m_Slots[m_NumSlots].m_Client = a_Client;
m_Slots[m_NumSlots].m_Socket = a_Socket;
m_Slots[m_NumSlots].m_Outgoing.clear();
m_Slots[m_NumSlots].m_ShouldClose = false;
m_Slots[m_NumSlots].m_ShouldCallClient = true;
m_NumSlots++;
// Notify the thread of the change:
@ -297,7 +290,7 @@ bool cSocketThreads::cSocketThread::RemoveSocket(const cSocket * a_Socket)
for (int i = m_NumSlots - 1; i >= 0 ; --i)
{
if (m_Slots[i].m_Socket != a_Socket)
if (m_Slots[i].m_Socket != *a_Socket)
{
continue;
}
@ -339,7 +332,7 @@ bool cSocketThreads::cSocketThread::HasSocket(const cSocket * a_Socket) const
{
for (int i = m_NumSlots - 1; i >= 0; --i)
{
if (m_Slots[i].m_Socket->GetSocket() == a_Socket->GetSocket())
if (m_Slots[i].m_Socket == *a_Socket)
{
return true;
}
@ -367,12 +360,12 @@ bool cSocketThreads::cSocketThread::NotifyWrite(const cCallback * a_Client)
bool cSocketThreads::cSocketThread::Write(const cSocket * a_Socket, const AString & a_Data)
bool cSocketThreads::cSocketThread::Write(const cCallback * a_Client, const AString & a_Data)
{
// Returns true if socket handled by this thread
for (int i = m_NumSlots - 1; i >= 0; --i)
{
if (m_Slots[i].m_Socket == a_Socket)
if (m_Slots[i].m_Client == a_Client)
{
m_Slots[i].m_Outgoing.append(a_Data);
@ -397,13 +390,7 @@ bool cSocketThreads::cSocketThread::StopReading (const cCallback * a_Client)
{
if (m_Slots[i].m_Client == a_Client)
{
m_Slots[i].m_Client = NULL;
m_Slots[i].m_ShouldClose = false;
// Notify the thread that there's a stop reading request:
ASSERT(m_ControlSocket2.IsValid());
m_ControlSocket2.Send("s", 1);
m_Slots[i].m_ShouldCallClient = false;
return true;
}
} // for i - m_Slots[]
@ -414,14 +401,13 @@ bool cSocketThreads::cSocketThread::StopReading (const cCallback * a_Client)
bool cSocketThreads::cSocketThread::QueueClose(const cSocket * a_Socket)
bool cSocketThreads::cSocketThread::QueueClose(const cCallback * a_Client)
{
// Returns true if socket handled by this thread
for (int i = m_NumSlots - 1; i >= 0; --i)
{
if (m_Slots[i].m_Socket == a_Socket)
if (m_Slots[i].m_Client == a_Client)
{
ASSERT(m_Slots[i].m_Client == NULL); // Should have stopped reading first
m_Slots[i].m_ShouldClose = true;
// Notify the thread that there's a close queued (in case its conditions are already met):
@ -561,11 +547,11 @@ void cSocketThreads::cSocketThread::PrepareSet(fd_set * a_Set, cSocket::xSocket
cCSLock Lock(m_Parent->m_CS);
for (int i = m_NumSlots - 1; i >= 0; --i)
{
if (!m_Slots[i].m_Socket->IsValid())
if (!m_Slots[i].m_Socket.IsValid())
{
continue;
}
cSocket::xSocket s = m_Slots[i].m_Socket->GetSocket();
cSocket::xSocket s = m_Slots[i].m_Socket.GetSocket();
FD_SET(s, a_Set);
if (s > a_Highest)
{
@ -593,24 +579,24 @@ void cSocketThreads::cSocketThread::ReadFromSockets(fd_set * a_Read)
cCSLock Lock(m_Parent->m_CS);
for (int i = m_NumSlots - 1; i >= 0; --i)
{
if (!FD_ISSET(m_Slots[i].m_Socket->GetSocket(), a_Read))
if (!FD_ISSET(m_Slots[i].m_Socket.GetSocket(), a_Read))
{
continue;
}
char Buffer[1024];
int Received = m_Slots[i].m_Socket->Receive(Buffer, ARRAYCOUNT(Buffer), 0);
int Received = m_Slots[i].m_Socket.Receive(Buffer, ARRAYCOUNT(Buffer), 0);
if (Received == 0)
{
// The socket has been closed by the remote party, close our socket and let it be removed after we process all reading
m_Slots[i].m_Socket->CloseSocket();
if (m_Slots[i].m_Client != NULL)
m_Slots[i].m_Socket.CloseSocket();
if (m_Slots[i].m_ShouldCallClient)
{
m_Slots[i].m_Client->SocketClosed();
}
}
else if (Received > 0)
{
if (m_Slots[i].m_Client != NULL)
if (m_Slots[i].m_ShouldCallClient)
{
m_Slots[i].m_Client->DataReceived(Buffer, Received);
}
@ -618,8 +604,8 @@ void cSocketThreads::cSocketThread::ReadFromSockets(fd_set * a_Read)
else
{
// The socket has encountered an error, close it and let it be removed after we process all reading
m_Slots[i].m_Socket->CloseSocket();
if (m_Slots[i].m_Client != NULL)
m_Slots[i].m_Socket.CloseSocket();
if (m_Slots[i].m_ShouldCallClient)
{
m_Slots[i].m_Client->SocketClosed();
}
@ -637,38 +623,41 @@ void cSocketThreads::cSocketThread::WriteToSockets(fd_set * a_Write)
cCSLock Lock(m_Parent->m_CS);
for (int i = m_NumSlots - 1; i >= 0; --i)
{
cSocket Socket(*(m_Slots[i].m_Socket));
if (!Socket.IsValid() || !FD_ISSET(Socket.GetSocket(), a_Write))
if (!m_Slots[i].m_Socket.IsValid() || !FD_ISSET(m_Slots[i].m_Socket.GetSocket(), a_Write))
{
continue;
}
if (m_Slots[i].m_Outgoing.empty())
{
// Request another chunk of outgoing data:
if (m_Slots[i].m_Client != NULL)
if (m_Slots[i].m_ShouldCallClient)
{
m_Slots[i].m_Client->GetOutgoingData(m_Slots[i].m_Outgoing);
}
if (m_Slots[i].m_Outgoing.empty())
{
// Nothing ready
if ((m_Slots[i].m_Client == NULL) && m_Slots[i].m_ShouldClose)
if (m_Slots[i].m_ShouldClose)
{
// Socket was queued for closing and there's no more data to send, close it now:
m_Slots[i].m_Socket->CloseSocket();
m_Slots[i] = m_Slots[--m_NumSlots];
// DEBUG
LOGD("Socket was queued for closing, closing now. Slot %d, client %p, socket %d", i, m_Slots[i].m_Client, m_Slots[i].m_Socket.GetSocket());
m_Slots[i].m_Socket.CloseSocket();
// The slot must be freed actively by the client, using RemoveClient()
}
continue;
}
} // if (outgoing data is empty)
int Sent = m_Slots[i].m_Socket->Send(m_Slots[i].m_Outgoing.data(), m_Slots[i].m_Outgoing.size());
int Sent = m_Slots[i].m_Socket.Send(m_Slots[i].m_Outgoing.data(), m_Slots[i].m_Outgoing.size());
if (Sent < 0)
{
int Err = cSocket::GetLastError();
LOGWARNING("Error %d while writing to client \"%s\", disconnecting. \"%s\"", Err, m_Slots[i].m_Socket->GetIPString().c_str(), cSocket::GetErrorString(Err).c_str());
m_Slots[i].m_Socket->CloseSocket();
if (m_Slots[i].m_Client != NULL)
LOGWARNING("Error %d while writing to client \"%s\", disconnecting. \"%s\"", Err, m_Slots[i].m_Socket.GetIPString().c_str(), cSocket::GetErrorString(Err).c_str());
m_Slots[i].m_Socket.CloseSocket();
if (m_Slots[i].m_ShouldCallClient)
{
m_Slots[i].m_Client->SocketClosed();
}
@ -695,12 +684,12 @@ void cSocketThreads::cSocketThread::WriteToSockets(fd_set * a_Write)
void cSocketThreads::cSocketThread::RemoveClosedSockets(void)
{
// Removes sockets that have closed from m_Slots[]
// Removes sockets that have been queued for closing from m_Slots[]
cCSLock Lock(m_Parent->m_CS);
for (int i = m_NumSlots - 1; i >= 0; --i)
{
if (m_Slots[i].m_Socket->IsValid())
if (!m_Slots[i].m_ShouldClose || !m_Slots[i].m_Outgoing.empty())
{
continue;
}

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@ -76,25 +76,22 @@ public:
~cSocketThreads();
/// Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client; returns true if successful
bool AddClient(cSocket * a_Socket, cCallback * a_Client);
bool AddClient(const cSocket & a_Socket, cCallback * a_Client);
/// Remove the socket (and associated client) from processing
void RemoveClient(const cSocket * a_Socket);
/// Remove the associated socket and the client from processing
/// Remove the associated socket and the client from processing. The socket is left to send its data and is removed only after all its m_OutgoingData is sent
void RemoveClient(const cCallback * a_Client);
/// Notify the thread responsible for a_Client that the client has something to write
void NotifyWrite(const cCallback * a_Client);
/// Puts a_Data into outgoing data queue for a_Socket
void Write(const cSocket * a_Socket, const AString & a_Data);
/// Puts a_Data into outgoing data queue for a_Client
void Write(const cCallback * a_Client, const AString & a_Data);
/// Stops reading from the socket - when this call returns, no more calls to the callbacks are made
/// Stops reading from the client - when this call returns, no more calls to the callbacks are made
void StopReading(const cCallback * a_Client);
/// Queues the socket for closing, as soon as its outgoing data is sent
void QueueClose(const cSocket * a_Socket);
/// Queues the client for closing, as soon as its outgoing data is sent
void QueueClose(const cCallback * a_Client);
private:
@ -112,15 +109,15 @@ private:
bool HasEmptySlot(void) const {return m_NumSlots < MAX_SLOTS; }
bool IsEmpty (void) const {return m_NumSlots == 0; }
void AddClient (cSocket * a_Socket, cCallback * a_Client);
void AddClient (const cSocket & a_Socket, cCallback * a_Client); // Takes ownership of the socket
bool RemoveClient(const cCallback * a_Client); // Returns true if removed, false if not found
bool RemoveSocket(const cSocket * a_Socket); // Returns true if removed, false if not found
bool HasClient (const cCallback * a_Client) const;
bool HasSocket (const cSocket * a_Socket) const;
bool NotifyWrite (const cCallback * a_Client); // Returns true if client handled by this thread
bool Write (const cSocket * a_Socket, const AString & a_Data); // Returns true if socket handled by this thread
bool Write (const cCallback * a_Client, const AString & a_Data); // Returns true if client handled by this thread
bool StopReading (const cCallback * a_Client); // Returns true if client handled by this thread
bool QueueClose (const cSocket * a_Socket); // Returns true if socket handled by this thread
bool QueueClose (const cCallback * a_Client); // Returns true if client handled by this thread
bool Start(void); // Hide the cIsThread's Start method, we need to provide our own startup to create the control socket
@ -138,10 +135,11 @@ private:
// Manipulation with these assumes that the parent's m_CS is locked
struct sSlot
{
cSocket * m_Socket;
cSocket m_Socket; // The socket is primarily owned by this
cCallback * m_Client;
AString m_Outgoing; // If sending writes only partial data, the rest is stored here for another send
bool m_ShouldClose; // If true, the socket is to be closed after sending all outgoing data
bool m_ShouldCallClient; // If true, the client callbacks are called. Set to false in StopReading()
} ;
sSlot m_Slots[MAX_SLOTS];
int m_NumSlots; // Number of slots actually used

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@ -37,6 +37,7 @@ public:
m_Client(a_Client)
{
}
virtual ~cProtocol() {}
/// Called when client sends some data
virtual void DataReceived(const char * a_Data, int a_Size) = 0;

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@ -150,6 +150,7 @@ cProtocol132::cProtocol132(cClientHandle * a_Client) :
super(a_Client),
m_IsEncrypted(false)
{
LOGD("Created cProtocol132 at %p", this);
}
@ -162,6 +163,7 @@ cProtocol132::~cProtocol132()
{
LOGD("There are %d unsent bytes while deleting cProtocol132", m_DataToSend.size());
}
LOGD("Deleted cProtocol132 at %p", this);
}

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@ -24,8 +24,6 @@ class cProtocol132 :
public:
cProtocol132(cClientHandle * a_Client);
// DEBUG:
virtual ~cProtocol132();
/// Called when client sends some data:

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@ -29,6 +29,14 @@ cProtocolRecognizer::cProtocolRecognizer(cClientHandle * a_Client) :
cProtocolRecognizer::~cProtocolRecognizer()
{
}
void cProtocolRecognizer::DataReceived(const char * a_Data, int a_Size)
{
if (m_Protocol == NULL)

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@ -32,6 +32,7 @@ class cProtocolRecognizer :
public:
cProtocolRecognizer(cClientHandle * a_Client);
virtual ~cProtocolRecognizer();
/// Called when client sends some data:
virtual void DataReceived(const char * a_Data, int a_Size) override;

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@ -113,27 +113,27 @@ void cServer::NotifyClientWrite(const cClientHandle * a_Client)
void cServer::WriteToClient(const cSocket * a_Socket, const AString & a_Data)
void cServer::WriteToClient(const cClientHandle * a_Client, const AString & a_Data)
{
m_SocketThreads.Write(a_Socket, a_Data);
m_SocketThreads.Write(a_Client, a_Data);
}
void cServer::QueueClientClose(const cSocket * a_Socket)
void cServer::QueueClientClose(const cClientHandle * a_Client)
{
m_SocketThreads.QueueClose(a_Socket);
m_SocketThreads.QueueClose(a_Client);
}
void cServer::RemoveClient(const cSocket * a_Socket)
void cServer::RemoveClient(const cClientHandle * a_Client)
{
m_SocketThreads.RemoveClient(a_Socket);
m_SocketThreads.RemoveClient(a_Client);
}
@ -340,8 +340,8 @@ void cServer::StartListenClient()
LOG("Client \"%s\" connected!", ClientIP.c_str());
cClientHandle *NewHandle = new cClientHandle(SClient, m_ClientViewDistance);
if (!m_SocketThreads.AddClient(&(NewHandle->GetSocket()), NewHandle))
cClientHandle * NewHandle = new cClientHandle(&SClient, m_ClientViewDistance);
if (!m_SocketThreads.AddClient(SClient, NewHandle))
{
// For some reason SocketThreads have rejected the handle, clean it up
LOGERROR("Client \"%s\" cannot be handled, server probably unstable", SClient.GetIPString().c_str());

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@ -62,11 +62,11 @@ public: //tolua_export
void NotifyClientWrite(const cClientHandle * a_Client); // Notifies m_SocketThreads that client has something to be written
void WriteToClient(const cSocket * a_Socket, const AString & a_Data); // Queues outgoing data for the socket through m_SocketThreads
void WriteToClient(const cClientHandle * a_Client, const AString & a_Data); // Queues outgoing data for the client through m_SocketThreads
void QueueClientClose(const cSocket * a_Socket); // Queues the socket to close when all its outgoing data is sent
void QueueClientClose(const cClientHandle * a_Client); // Queues the clienthandle to close when all its outgoing data is sent
void RemoveClient(const cSocket * a_Socket); // Removes the socket from m_SocketThreads
void RemoveClient(const cClientHandle * a_Client); // Removes the clienthandle from m_SocketThreads
CryptoPP::RSA::PrivateKey & GetPrivateKey(void) { return m_PrivateKey; }
CryptoPP::RSA::PublicKey & GetPublicKey (void) { return m_PublicKey; }

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@ -26,6 +26,7 @@ class cSlotArea
{
public:
cSlotArea(int a_NumSlots, cWindow & a_ParentWindow);
virtual ~cSlotArea() {} // force a virtual destructor in all subclasses
int GetNumSlots(void) const { return m_NumSlots; }