* consistently use uint8_t for pnum * get rid of checks that never fail * use atomic_bool for dthread_running * dthread: eliminate superfluous memory copies * Pass correct-sized buffer to DeltaExportJunk * dthread: Fix crash when list is empty * DthreadHandler: eliminate delay * Dthread: use SdlMutex and lock_guard * dhtread: explicitly provide T for lock_guard
18 lines
423 B
C++
18 lines
423 B
C++
/**
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* @file dthread.h
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*
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* Interface of functions for updating game state from network commands.
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*/
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#pragma once
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#include <memory>
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#include "utils/stdcompat/cstddef.hpp"
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namespace devilution {
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void dthread_remove_player(uint8_t pnum);
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void dthread_send_delta(int pnum, _cmd_id cmd, std::unique_ptr<byte[]> data, uint32_t len);
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void dthread_start();
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void DThreadCleanup();
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} // namespace devilution
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