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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-30 17:51:24 +00:00
Refactor C4JThread: modernise API naming and replace Windows constants
Rename all PascalCase methods to camelCase, replace Windows macro constants with C++ constexpr members, convert ThreadPriority to enum class, remove unused Sleep(), fix memory ordering on inline accessors, extract platform code into helpers.
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@@ -213,8 +213,8 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
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new C4JThread(&CGameNetworkManager::ServerThreadProc, lpParameter,
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"Server", 256 * 1024);
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thread->SetProcessor(CPU_CORE_SERVER);
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thread->Run();
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thread->setProcessor(CPU_CORE_SERVER);
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thread->run();
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app.DebugPrintf("[NET] Waiting for server ready...\n");
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ServerReadyWait();
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@@ -916,7 +916,7 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
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eXuiServerAction_PauseServer, (void*)true);
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// wait for the server to be in a non-ticking state
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pServer->m_serverPausedEvent->WaitForSignal(INFINITE);
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pServer->m_serverPausedEvent->waitForSignal(C4JThread::kInfiniteTimeout);
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pMinecraft->progressRenderer->progressStartNoAbort(
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g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT));
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@@ -1495,7 +1495,7 @@ void CGameNetworkManager::ServerReadyCreate(bool create) {
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void CGameNetworkManager::ServerReady() {
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if (m_hServerReadyEvent != nullptr) {
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m_hServerReadyEvent->Set();
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m_hServerReadyEvent->set();
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} else {
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app.DebugPrintf(
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"[NET] Warning: ServerReady() called but m_hServerReadyEvent is "
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@@ -1505,7 +1505,7 @@ void CGameNetworkManager::ServerReady() {
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void CGameNetworkManager::ServerReadyWait() {
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if (m_hServerReadyEvent != nullptr) {
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m_hServerReadyEvent->WaitForSignal(INFINITE);
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m_hServerReadyEvent->waitForSignal(C4JThread::kInfiniteTimeout);
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} else {
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app.DebugPrintf(
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"[NET] Warning: ServerReadyWait() called but m_hServerReadyEvent "
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@@ -1528,7 +1528,7 @@ void CGameNetworkManager::ServerStoppedCreate(bool create) {
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void CGameNetworkManager::ServerStopped() {
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if (m_hServerStoppedEvent != nullptr) {
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m_hServerStoppedEvent->Set();
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m_hServerStoppedEvent->set();
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} else {
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app.DebugPrintf(
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"[NET] Warning: ServerStopped() called but m_hServerStoppedEvent "
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@@ -1543,10 +1543,10 @@ void CGameNetworkManager::ServerStoppedWait() {
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// it might be locked waiting for this to complete itself. Do some ticking
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// here then if this is the case.
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if (C4JThread::isMainThread()) {
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int result = WAIT_TIMEOUT;
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int result = C4JThread::WaitResult::Timeout;
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do {
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RenderManager.StartFrame();
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result = m_hServerStoppedEvent->WaitForSignal(20);
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result = m_hServerStoppedEvent->waitForSignal(20);
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// Tick some simple things
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ProfileManager.Tick();
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StorageManager.Tick();
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@@ -1555,10 +1555,10 @@ void CGameNetworkManager::ServerStoppedWait() {
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ui.tick();
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ui.render();
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RenderManager.Present();
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} while (result == WAIT_TIMEOUT);
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} while (result == C4JThread::WaitResult::Timeout);
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} else {
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if (m_hServerStoppedEvent != nullptr) {
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m_hServerStoppedEvent->WaitForSignal(INFINITE);
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m_hServerStoppedEvent->waitForSignal(C4JThread::kInfiniteTimeout);
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} else {
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app.DebugPrintf(
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"[NET] Warning: ServerStoppedWait() called but "
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