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| author | bunnei <bunneidev@gmail.com> | 2022-08-16 11:49:33 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-08-16 11:49:33 -0700 |
| commit | 6f931d49c74017fb66bf285dd060bc455ae05c85 (patch) | |
| tree | 8d0d47e28d1f35a2a97664a14dccb94e9a96fbb5 /src/core/announce_multiplayer_session.cpp | |
| parent | 4d72612416d8075ad36fa01cbde02956fc0a11f6 (diff) | |
| parent | 4976d14009aded6edadcb07add398d091997bde0 (diff) | |
Merge pull request #8685 from FearlessTobi/multiplayer-part2
core, network: Add ability to proxy socket packets
Diffstat (limited to 'src/core/announce_multiplayer_session.cpp')
| -rw-r--r-- | src/core/announce_multiplayer_session.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/core/announce_multiplayer_session.cpp b/src/core/announce_multiplayer_session.cpp index d73a488cf..6737ce85a 100644 --- a/src/core/announce_multiplayer_session.cpp +++ b/src/core/announce_multiplayer_session.cpp @@ -31,7 +31,7 @@ AnnounceMultiplayerSession::AnnounceMultiplayerSession(Network::RoomNetwork& roo } WebService::WebResult AnnounceMultiplayerSession::Register() { - std::shared_ptr<Network::Room> room = room_network.GetRoom().lock(); + auto room = room_network.GetRoom().lock(); if (!room) { return WebService::WebResult{WebService::WebResult::Code::LibError, "Network is not initialized", ""}; @@ -102,7 +102,7 @@ void AnnounceMultiplayerSession::UpdateBackendData(std::shared_ptr<Network::Room void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() { // Invokes all current bound error callbacks. const auto ErrorCallback = [this](WebService::WebResult result) { - std::lock_guard<std::mutex> lock(callback_mutex); + std::lock_guard lock(callback_mutex); for (auto callback : error_callbacks) { (*callback)(result); } @@ -120,7 +120,7 @@ void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() { std::future<WebService::WebResult> future; while (!shutdown_event.WaitUntil(update_time)) { update_time += announce_time_interval; - std::shared_ptr<Network::Room> room = room_network.GetRoom().lock(); + auto room = room_network.GetRoom().lock(); if (!room) { break; } |
