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Modernize NucleusLib async callbacks using lambdas #1539
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In preparation for the next change to how AsyncSocket makes callbacks.
This significantly simplifies the argument passing to the callbacks and makes it clearer which callbacks are called where.
Not that it really matters - TransferRef is a no-op aside from debug log messages...
There are very few message types and they're all statically defined, so the dispatch table isn't really useful here.
Hoikas
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Dec 13, 2023
Sources/Plasma/PubUtilLib/plNetGameLib/Private/plNglGateKeeper.cpp
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Co-authored-by: Adam Johnson <[email protected]>
Hoikas
approved these changes
Dec 16, 2023
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Trying to improve the "callback hell" in the low-/middle-level network code. The AsyncCore APIs relied heavily on C-style callback functions with untyped
void*
context parameters, which made it difficult to follow the execution and data flow in NetGameLib.This PR migrates almost all of the async callbacks to use
std::function
(where they didn't already) and the callers to use lambdas for capturing context variables. This obsoletes thevoid*
parameters and removes lots of manual casts.AsyncSocket is a special case: its callback function was really multiple distinct callbacks wrapped in a generic signature, so I replaced it with a "callbacks object" with multiple virtual methods that the caller has to implement. This is a very "Java-ish" solution and is incompatible with lambdas, but works well with how the AsyncSocket API is used. It also clarifies the different callbacks' signatures and helps with seeing where each one is called.
The PR diff for the NetGameLib files is a bit noisy, because I changed some functions to instance methods and had to rename a couple of fields. The individual commit diffs are more readable there (e34454c is the noisy refactor).