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mem_fun -> mem_fn.
mem_fun is deprecated in C++11. Also it does everything mem_fun can do, but more conveniently.
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cff8fe8f77
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8 changed files with 11 additions and 9 deletions
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@ -101,7 +101,7 @@ bool GeckoSockServer::GetAvailableSock(sf::SocketTCP &sock_to_fill)
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recv_fifo = std::queue<u8>();
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send_fifo = std::queue<u8>();
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}
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clientThread = std::thread(std::mem_fun(&GeckoSockServer::ClientThread), this);
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clientThread = std::thread(std::mem_fn(&GeckoSockServer::ClientThread), this);
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client_count++;
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waiting_socks.pop();
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sock_filled = true;
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@ -264,7 +264,7 @@ bool Wiimote::Connect()
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// Set LEDs
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SetLEDs(WIIMOTE_LED_1 << index);
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m_wiimote_thread = std::thread(std::mem_fun(&Wiimote::ThreadFunc), this);
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m_wiimote_thread = std::thread(std::mem_fn(&Wiimote::ThreadFunc), this);
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// This isn't as drastic as it sounds, since the process in which the threads
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// reside is normal priority. Needed for keeping audio reports at a decent rate
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@ -70,7 +70,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
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is_connected = true;
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m_selector.Add(m_socket);
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m_thread = std::thread(std::mem_fun(&NetPlayClient::ThreadFunc), this);
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m_thread = std::thread(std::mem_fn(&NetPlayClient::ThreadFunc), this);
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}
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}
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else
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@ -38,7 +38,7 @@ NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayUI*
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is_connected = true;
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m_selector.Add(m_socket);
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m_thread = std::thread(std::mem_fun(&NetPlayServer::ThreadFunc), this);
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m_thread = std::thread(std::mem_fn(&NetPlayServer::ThreadFunc), this);
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}
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else
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is_connected = false;
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