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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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hupsilardee

WSAEventSelect not working? Or am I using it incorrectly?

4 posts in this topic

Hello again. I have designed a pretty typical network IO model for my game based on WSAEventSelect, but it is not working. Some packets get sent (TCP) but then the program locks up at the WSAWaitForMultipleEvents function, which is in a separate thread.

Perhaps some pseudo-code will help. My networking looks like this

[code]
Vector3 playerPos;
Vector3 enemyPos;

SOCKET GameSocket;
EVENT exitThread;
WSAEVENT networkEvent;

// main thread
int main()
{
// Initialise GameSocket. If server, use listen() / GameSocket = accept()
// If client, use connect(GameSocket)

WSAEventSelect(GameSocket, networkEvent, FD_READ | FD_WRITE)
beginthreadex(network)

while (message pump)
{
render(playerPos, enemyPos);

EnterCriticalSection(positions);
// Modify playerPos due to keyboard input etc
LeaveCriticalSection(positions);

if (escape pressed)
break;
}

SetEvent(exitThread);
WaitForSingleEvent(network thread);
}

// network thread
int network()
{
Vector3 playerPos2;
Vector3 enemyPos2;

while (true)
{
EnterCriticalSection(positions);
playerPos2 = playerPos;
LeaveCriticalSection(positions);

WSAWaitForMultipleEvents()
WSAEnumNetworkEvents()
if (network event read)
{
recv(enemyPos2);
}
if (network event write)
{
send (playerPos2);
}

EnterCriticalSection(positions);
enemyPos = enemyPos2;
LeaveCriticalSection(positions);

if (WaitForSingleEvent(exitThread, timeout = 0))
break;
}
return 0;
}
[/code] Edited by hupsilardee
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You should have a look at the event handling description. I think I read there something about the tiny thing, that the events are thread specific.
But this is about 10 years ago. So. Have a look for it.
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Moved the SocketEvent into the worker thread, so it is created at thread start, closed at thread end, and never used by the main thread.
Aaaaand... it still doesn't work :(
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Events are not thread specific, BUT WSAEventSelect() has a bunch of caveats in how you can use it. Specifically, your code may end up deadlocking because of race conditions if I remember right.
WSAEventSelect(), and WSAAsyncSelect(), are relics from the Windows 3.1 / Windows 95 days. You do not want to use them for any new code. If you want portable code, use regular select(). If you want high-performance, non-blocking Windows code, use OVERLAPPED I/O with I/O completion ports.
Or, if you want multi-threaded, non-blocking code, that's portable, use boost::asio.
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