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hub / github.com/TorqueGameEngines/Torque3D / queueLookup

Method queueLookup

Engine/source/platform/platformNetAsync.cpp:116–137  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

114}
115
116void NetAsync::queueLookup(const char* remoteAddr, NetSocket socket)
117{
118 // do we have it already?
119
120 U32 i = 0;
121 for (i = 0; i < mLookupRequests.size(); ++i)
122 {
123 if (mLookupRequests[i].sock == socket)
124 // found it. ignore more than one lookup at a time for a socket.
125 return;
126 }
127
128 // not found, so add it
129
130 mLookupRequests.increment();
131 NameLookupRequest& lookupRequest = mLookupRequests.last();
132 lookupRequest.sock = socket;
133 dStrncpy(lookupRequest.remoteAddr, remoteAddr, sizeof(lookupRequest.remoteAddr));
134
135 ThreadSafeRef< NameLookupWorkItem > workItem( new NameLookupWorkItem( lookupRequest ) );
136 ThreadPool::GLOBAL().queueWorkItem( workItem );
137}
138
139bool NetAsync::checkLookup(NetSocket socket, void* out_h_addr,
140 S32* out_h_length, S32 out_h_addr_size)

Callers 1

openConnectToMethod · 0.80

Calls 5

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

Tested by

no test coverage detected