game_server/src/game.cpp
/* clean_up assumes FR and database are in sync, as it is normally called
 * after a crank has finished.
 */
clean_up assumes FR and database are in sync, as it is normally called
after a crank has finished.
clean_up assumes FR and database are in sync as it is normally called after a crank has finished .
void Game::clean_up()
{
  std::map<uint64_t,Block*>::iterator i;
  log -> record(ME, "Terminating");
  for (i = super_node.begin(); i != super_node.end(); i++)
  {
    delete i -> second;
  }
  super_node.clear();
  delete action;
  execution_lock.lock();
  flags = 0; 
}
void Game :: clean_up ( ) { std :: map < uint64_t , Block * > :: iterator i ; log -> record ( ME , " " ) ; for ( i = super_node . begin ( ) ; i != super_node . end ( ) ; i ++ ) { delete i -> second ; } super_node . clear ( ) ; delete action ; execution_lock . lock ( ) ; flags = 0 ; }
clean_up assumes FR and database are in sync, as it is normally called
 after a crank has finished.
clean_up assumes FR and database are in sync as it is normally called after a crank has finished .
/* Reset everything, allowing the game to be recycled.
 */ // Important because it unsets running flag