void NetPlayClient::SendAsync(sf::Packet* packet) { { std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write); m_async_queue.Push(std::unique_ptr<sf::Packet>(packet)); } ENetUtil::WakeupThread(m_client); }
void NetPlayServer::SendAsyncToClients(sf::Packet&& packet) { { std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write); m_async_queue.Push(std::move(packet)); } ENetUtil::WakeupThread(m_server); }