Example #1
0
void NetGameServer::_check_connections() {
	// Accept new connections
	if (tcp_server->is_connection_available()) {

		conn_mutex->lock();
		NetGameServerConnection *cd = memnew(
			NetGameServerConnection(_get_id(), _get_secret(),
				tcp_server->take_connection(), this));
		connections.insert(cd->id, cd);
		conn_mutex->unlock();

		_queue_signal(SIGNAL_CLIENT_CONNECT, cd->id);
	}
}
Example #2
0
//////////////
// delete_by_oid
// k \t oidInAscii
//////////////
_delete_by_oid_subtest(char* buf, istream& in, mark_base* ub)
{
   mark_smart_ptr* x = 0;
   if ( strcmp(buf, "delete_by_oid") == 0 ) {
        oid_t id;
        _get_id(in, id);

        x = new mark_smart_ptr(ub, id);
                      
        x -> remove_from_db();
                      
        delete x;
               
    } else return 1;
}
Example #3
0
_update_by_id_subtest(char* buf, istream& in, mark_base* ub)
{
    if ( strcmp(buf, "update_by_id") == 0 ) {

       cout << ">>> _update_by_id_subtest" << endl;

       oid_t id;

       _get_id(in, id);

       _update_by_id_subtest(in, id, ub);

       cout << "<<< _update_by_id_subtest" << endl;
       return 0;

     } else
       return 1; 
}