Communication lost in thread












0














My question is simple, I have made a server with Boost Asio.
It works well. The problem is when I launch std::thread, I cannot communicate anymore with the server.



Could you tell me why ? because I don't really get it.
Thanks !



here is my function who handle what I received :



void    Server::handleCmd()
{
if (isClientExist() == false) {
addClient();
}
_vTmpString = Tools::splitString(_cmd, ' ');
_idCmd = Tools::stringToInt(_vTmpString[0]);
switch (_idCmd)
{
case CREATEROOM:
createRoom();
break;
case DISCONNECTION:
delClient();
break;
case GETROOM:
getVectorRoomsForClients();
break;
case JOINROOM:
joinRoom();
break;
case LEAVEROOM:
leaveRoom();
break;
case STARTROOM:
startGame();
break;
}
}


the function who launches the thread :



void    Server::startGame()
{
_vTmpString = Tools::splitString(_cmd, ' ');
if (_vTmpString.size() != 2 && Tools::isNumber(_vTmpString[1]) == true)
return;
_tmpCmd = _vTmpString[0];
_tmpIdRoom = std::stoi(_vTmpString[1]);
if (_vTmpString.size() == 2 && _tmpCmd == "startroom" && _tmpIdRoom < 10000) {
sendMsg("OKn");
std::cout << "CLIENT " << _remoteEndPoint << " ASKS FOR STARTING THE ROOM " << CYAN << _tmpIdRoom << DEFAULT << " : " << GREEN << "OK" << DEFAULT << std::endl;
std::thread launchGame(&Server::gameLoop, this, _tmpIdRoom);

launchGame.join();
} else {
sendMsg("KOn");
std::cout << "CLIENT " << _remoteEndPoint << "ASKS FOR STARTING THE ROOM " << CYAN << _tmpIdRoom << DEFAULT << " : " << GREEN << "KO" << DEFAULT << std::endl;
}
}


and once I'm in the the thread, if i try to send any known commands, the server doesn't response anymore. the _cmd is blocked on the last one I sent before starting the server, it means "startroom".










share|improve this question




















  • 1




    There is not enough information (nor code) in this question to be able to answer. Please post a Minimal, Complete, and Verifiable example and be more explicit about what you expect and what you observe.
    – Jesper Juhl
    Dec 27 '18 at 15:09


















0














My question is simple, I have made a server with Boost Asio.
It works well. The problem is when I launch std::thread, I cannot communicate anymore with the server.



Could you tell me why ? because I don't really get it.
Thanks !



here is my function who handle what I received :



void    Server::handleCmd()
{
if (isClientExist() == false) {
addClient();
}
_vTmpString = Tools::splitString(_cmd, ' ');
_idCmd = Tools::stringToInt(_vTmpString[0]);
switch (_idCmd)
{
case CREATEROOM:
createRoom();
break;
case DISCONNECTION:
delClient();
break;
case GETROOM:
getVectorRoomsForClients();
break;
case JOINROOM:
joinRoom();
break;
case LEAVEROOM:
leaveRoom();
break;
case STARTROOM:
startGame();
break;
}
}


the function who launches the thread :



void    Server::startGame()
{
_vTmpString = Tools::splitString(_cmd, ' ');
if (_vTmpString.size() != 2 && Tools::isNumber(_vTmpString[1]) == true)
return;
_tmpCmd = _vTmpString[0];
_tmpIdRoom = std::stoi(_vTmpString[1]);
if (_vTmpString.size() == 2 && _tmpCmd == "startroom" && _tmpIdRoom < 10000) {
sendMsg("OKn");
std::cout << "CLIENT " << _remoteEndPoint << " ASKS FOR STARTING THE ROOM " << CYAN << _tmpIdRoom << DEFAULT << " : " << GREEN << "OK" << DEFAULT << std::endl;
std::thread launchGame(&Server::gameLoop, this, _tmpIdRoom);

launchGame.join();
} else {
sendMsg("KOn");
std::cout << "CLIENT " << _remoteEndPoint << "ASKS FOR STARTING THE ROOM " << CYAN << _tmpIdRoom << DEFAULT << " : " << GREEN << "KO" << DEFAULT << std::endl;
}
}


and once I'm in the the thread, if i try to send any known commands, the server doesn't response anymore. the _cmd is blocked on the last one I sent before starting the server, it means "startroom".










share|improve this question




















  • 1




    There is not enough information (nor code) in this question to be able to answer. Please post a Minimal, Complete, and Verifiable example and be more explicit about what you expect and what you observe.
    – Jesper Juhl
    Dec 27 '18 at 15:09
















0












0








0







My question is simple, I have made a server with Boost Asio.
It works well. The problem is when I launch std::thread, I cannot communicate anymore with the server.



Could you tell me why ? because I don't really get it.
Thanks !



here is my function who handle what I received :



void    Server::handleCmd()
{
if (isClientExist() == false) {
addClient();
}
_vTmpString = Tools::splitString(_cmd, ' ');
_idCmd = Tools::stringToInt(_vTmpString[0]);
switch (_idCmd)
{
case CREATEROOM:
createRoom();
break;
case DISCONNECTION:
delClient();
break;
case GETROOM:
getVectorRoomsForClients();
break;
case JOINROOM:
joinRoom();
break;
case LEAVEROOM:
leaveRoom();
break;
case STARTROOM:
startGame();
break;
}
}


the function who launches the thread :



void    Server::startGame()
{
_vTmpString = Tools::splitString(_cmd, ' ');
if (_vTmpString.size() != 2 && Tools::isNumber(_vTmpString[1]) == true)
return;
_tmpCmd = _vTmpString[0];
_tmpIdRoom = std::stoi(_vTmpString[1]);
if (_vTmpString.size() == 2 && _tmpCmd == "startroom" && _tmpIdRoom < 10000) {
sendMsg("OKn");
std::cout << "CLIENT " << _remoteEndPoint << " ASKS FOR STARTING THE ROOM " << CYAN << _tmpIdRoom << DEFAULT << " : " << GREEN << "OK" << DEFAULT << std::endl;
std::thread launchGame(&Server::gameLoop, this, _tmpIdRoom);

launchGame.join();
} else {
sendMsg("KOn");
std::cout << "CLIENT " << _remoteEndPoint << "ASKS FOR STARTING THE ROOM " << CYAN << _tmpIdRoom << DEFAULT << " : " << GREEN << "KO" << DEFAULT << std::endl;
}
}


and once I'm in the the thread, if i try to send any known commands, the server doesn't response anymore. the _cmd is blocked on the last one I sent before starting the server, it means "startroom".










share|improve this question















My question is simple, I have made a server with Boost Asio.
It works well. The problem is when I launch std::thread, I cannot communicate anymore with the server.



Could you tell me why ? because I don't really get it.
Thanks !



here is my function who handle what I received :



void    Server::handleCmd()
{
if (isClientExist() == false) {
addClient();
}
_vTmpString = Tools::splitString(_cmd, ' ');
_idCmd = Tools::stringToInt(_vTmpString[0]);
switch (_idCmd)
{
case CREATEROOM:
createRoom();
break;
case DISCONNECTION:
delClient();
break;
case GETROOM:
getVectorRoomsForClients();
break;
case JOINROOM:
joinRoom();
break;
case LEAVEROOM:
leaveRoom();
break;
case STARTROOM:
startGame();
break;
}
}


the function who launches the thread :



void    Server::startGame()
{
_vTmpString = Tools::splitString(_cmd, ' ');
if (_vTmpString.size() != 2 && Tools::isNumber(_vTmpString[1]) == true)
return;
_tmpCmd = _vTmpString[0];
_tmpIdRoom = std::stoi(_vTmpString[1]);
if (_vTmpString.size() == 2 && _tmpCmd == "startroom" && _tmpIdRoom < 10000) {
sendMsg("OKn");
std::cout << "CLIENT " << _remoteEndPoint << " ASKS FOR STARTING THE ROOM " << CYAN << _tmpIdRoom << DEFAULT << " : " << GREEN << "OK" << DEFAULT << std::endl;
std::thread launchGame(&Server::gameLoop, this, _tmpIdRoom);

launchGame.join();
} else {
sendMsg("KOn");
std::cout << "CLIENT " << _remoteEndPoint << "ASKS FOR STARTING THE ROOM " << CYAN << _tmpIdRoom << DEFAULT << " : " << GREEN << "KO" << DEFAULT << std::endl;
}
}


and once I'm in the the thread, if i try to send any known commands, the server doesn't response anymore. the _cmd is blocked on the last one I sent before starting the server, it means "startroom".







c++ stdthread asio






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share|improve this question













share|improve this question




share|improve this question








edited Dec 27 '18 at 15:12

























asked Dec 27 '18 at 15:05









jim2k

246




246








  • 1




    There is not enough information (nor code) in this question to be able to answer. Please post a Minimal, Complete, and Verifiable example and be more explicit about what you expect and what you observe.
    – Jesper Juhl
    Dec 27 '18 at 15:09
















  • 1




    There is not enough information (nor code) in this question to be able to answer. Please post a Minimal, Complete, and Verifiable example and be more explicit about what you expect and what you observe.
    – Jesper Juhl
    Dec 27 '18 at 15:09










1




1




There is not enough information (nor code) in this question to be able to answer. Please post a Minimal, Complete, and Verifiable example and be more explicit about what you expect and what you observe.
– Jesper Juhl
Dec 27 '18 at 15:09






There is not enough information (nor code) in this question to be able to answer. Please post a Minimal, Complete, and Verifiable example and be more explicit about what you expect and what you observe.
– Jesper Juhl
Dec 27 '18 at 15:09














1 Answer
1






active

oldest

votes


















1














launchGame.join() blocks until the thread terminates. And since the thread apparently runs a game loop, it won't terminate for a while. It makes little sense to join with it at this point.






share|improve this answer





















  • hello, what do you mean by "joint with it" ?
    – jim2k
    Dec 27 '18 at 16:33










  • I mean call join() method. That method doesn't return until the thread terminates, so startGame is probably not a right place to call it. As written, it's more like startGameAndWaitForItToFinish
    – Igor Tandetnik
    Dec 27 '18 at 23:37













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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









1














launchGame.join() blocks until the thread terminates. And since the thread apparently runs a game loop, it won't terminate for a while. It makes little sense to join with it at this point.






share|improve this answer





















  • hello, what do you mean by "joint with it" ?
    – jim2k
    Dec 27 '18 at 16:33










  • I mean call join() method. That method doesn't return until the thread terminates, so startGame is probably not a right place to call it. As written, it's more like startGameAndWaitForItToFinish
    – Igor Tandetnik
    Dec 27 '18 at 23:37


















1














launchGame.join() blocks until the thread terminates. And since the thread apparently runs a game loop, it won't terminate for a while. It makes little sense to join with it at this point.






share|improve this answer





















  • hello, what do you mean by "joint with it" ?
    – jim2k
    Dec 27 '18 at 16:33










  • I mean call join() method. That method doesn't return until the thread terminates, so startGame is probably not a right place to call it. As written, it's more like startGameAndWaitForItToFinish
    – Igor Tandetnik
    Dec 27 '18 at 23:37
















1












1








1






launchGame.join() blocks until the thread terminates. And since the thread apparently runs a game loop, it won't terminate for a while. It makes little sense to join with it at this point.






share|improve this answer












launchGame.join() blocks until the thread terminates. And since the thread apparently runs a game loop, it won't terminate for a while. It makes little sense to join with it at this point.







share|improve this answer












share|improve this answer



share|improve this answer










answered Dec 27 '18 at 15:49









Igor Tandetnik

31.3k33254




31.3k33254












  • hello, what do you mean by "joint with it" ?
    – jim2k
    Dec 27 '18 at 16:33










  • I mean call join() method. That method doesn't return until the thread terminates, so startGame is probably not a right place to call it. As written, it's more like startGameAndWaitForItToFinish
    – Igor Tandetnik
    Dec 27 '18 at 23:37




















  • hello, what do you mean by "joint with it" ?
    – jim2k
    Dec 27 '18 at 16:33










  • I mean call join() method. That method doesn't return until the thread terminates, so startGame is probably not a right place to call it. As written, it's more like startGameAndWaitForItToFinish
    – Igor Tandetnik
    Dec 27 '18 at 23:37


















hello, what do you mean by "joint with it" ?
– jim2k
Dec 27 '18 at 16:33




hello, what do you mean by "joint with it" ?
– jim2k
Dec 27 '18 at 16:33












I mean call join() method. That method doesn't return until the thread terminates, so startGame is probably not a right place to call it. As written, it's more like startGameAndWaitForItToFinish
– Igor Tandetnik
Dec 27 '18 at 23:37






I mean call join() method. That method doesn't return until the thread terminates, so startGame is probably not a right place to call it. As written, it's more like startGameAndWaitForItToFinish
– Igor Tandetnik
Dec 27 '18 at 23:37




















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