This is just for completeness. No change in behavior, since we don't
get here until the thread has signaled it is done.
Drop the destroy() overload, since we join earlier.
Signed-off-by: Sage Weil <sage.weil@dreamhost.com>
wait_cond.Wait(lock);
ldout(cct,10) << "wait: woke up" << dendl;
}
+
+ ldout(cct,10) << "wait: join dispatch thread" << dendl;
+ dispatch_thread.join();
+
ldout(cct,10) << "wait: everything stopped" << dendl;
lock.Unlock();
/***** Messenger-required functions **********/
- void destroy() {
- if (dispatch_thread.is_started())
- dispatch_thread.join();
- Messenger::destroy();
- }
-
entity_addr_t get_myaddr();
void set_ip(entity_addr_t &addr);