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hub / github.com/GarageGames/Torque3D / queueLookup

Method queueLookup

Engine/source/platform/platformNetAsync.cpp:142–163  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

140}
141
142void NetAsync::queueLookup(const char* remoteAddr, NetSocket socket)
143{
144 // do we have it already?
145
146 U32 i = 0;
147 for (i = 0; i < mLookupRequests.size(); ++i)
148 {
149 if (mLookupRequests[i].sock == socket)
150 // found it. ignore more than one lookup at a time for a socket.
151 return;
152 }
153
154 // not found, so add it
155
156 mLookupRequests.increment();
157 NameLookupRequest& lookupRequest = mLookupRequests.last();
158 lookupRequest.sock = socket;
159 dStrncpy(lookupRequest.remoteAddr, remoteAddr, sizeof(lookupRequest.remoteAddr));
160
161 ThreadSafeRef< NameLookupWorkItem > workItem( new NameLookupWorkItem( lookupRequest ) );
162 ThreadPool::GLOBAL().queueWorkItem( workItem );
163}
164
165bool NetAsync::checkLookup(NetSocket socket, void* out_h_addr,
166 S32* out_h_length, S32 out_h_addr_size)

Callers 2

openConnectToMethod · 0.80
openConnectToMethod · 0.80

Calls 5

dStrncpyFunction · 0.85
incrementMethod · 0.80
lastMethod · 0.80
queueWorkItemMethod · 0.80
sizeMethod · 0.45

Tested by

no test coverage detected