Player check
Checks if there are any players connected to the server before running PlayerCallback and waiting 1 second.
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parent
78b6d54bf8
commit
0718d82e1a
11
src/Root.cpp
11
src/Root.cpp
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@ -343,11 +343,14 @@ void cRoot::StopServer()
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}
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}
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public:
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public:
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cPlayerCallback(AString a_ShutdownMessage) : m_ShutdownMessage(a_ShutdownMessage) {}
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cPlayerCallback(AString a_ShutdownMessage) : m_ShutdownMessage(a_ShutdownMessage) {}
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} PlayerCallback((m_Server->GetShutdownMessage()));
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};
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cRoot::Get()->ForEachPlayer(PlayerCallback);
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if (m_Server->GetNumPlayers())
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// What's a better way to do this?
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{
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std::this_thread::sleep_for(std::chrono::seconds(1));
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cPlayerCallback PlayerCallback((m_Server->GetShutdownMessage()));
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cRoot::Get()->ForEachPlayer(PlayerCallback);
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std::this_thread::sleep_for(std::chrono::seconds(1));
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}
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m_TerminateEventRaised = true;
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m_TerminateEventRaised = true;
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m_StopEvent.Set();
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m_StopEvent.Set();
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m_InputThreadRunFlag.clear();
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m_InputThreadRunFlag.clear();
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