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pokerth/src/net/common/serverlobbythread.cpp
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/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include <net/serverlobbythread.h>
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#include <net/servergamethread.h>
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#include <net/serverexception.h>
#include <net/senderthread.h>
#include <net/sendercallback.h>
#include <net/receiverhelper.h>
#include <net/socket_msg.h>
#include <openssl/rand.h>
#include <boost/lambda/lambda.hpp>
#define SERVER_CLOSE_SESSION_DELAY_SEC 10
#define SERVER_MAX_NUM_SESSIONS 512 // Maximum number of idle users in lobby.
#define SERVER_COMPUTER_PLAYER_NAME "Computer"
using namespace std;
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class ServerSenderCallback : public SenderCallback
{
public:
ServerSenderCallback(ServerLobbyThread &server) : m_server(server) {}
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virtual ~ServerSenderCallback() {}
virtual void SignalNetError(SOCKET sock, int errorID, int osErrorID)
{
// We just ignore send errors for now, on server side.
// A serious send error should trigger a read error or a read
// returning 0 afterwards, and we will handle this error.
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}
private:
ServerLobbyThread &m_server;
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};
ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig)
: m_gui(gui), m_playerConfig(playerConfig), m_curGameId(0), m_curUniquePlayerId(0)
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{
m_senderCallback.reset(new ServerSenderCallback(*this));
m_sender.reset(new SenderThread(GetSenderCallback()));
m_receiver.reset(new ReceiverHelper);
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}
ServerLobbyThread::~ServerLobbyThread()
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{
CleanupConnectQueue();
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}
void
ServerLobbyThread::Init(const string &pwd)
{
m_password = pwd;
}
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void
ServerLobbyThread::AddConnection(boost::shared_ptr<ConnectData> data)
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{
boost::mutex::scoped_lock lock(m_connectQueueMutex);
m_connectQueue.push_back(data);
}
void
ServerLobbyThread::ReAddSession(SessionWrapper session, int reason)
{
boost::shared_ptr<NetPacket> packet(new NetPacketRemovedFromGame);
NetPacketRemovedFromGame::Data removedData;
removedData.removeReason = reason;
static_cast<NetPacketRemovedFromGame *>(packet.get())->SetData(removedData);
GetSender().Send(session.sessionData->GetSocket(), packet);
boost::mutex::scoped_lock lock(m_sessionQueueMutex);
m_sessionQueue.push_back(session);
}
void
ServerLobbyThread::MoveSessionToGame(ServerGameThread &game, SessionWrapper session)
{
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
// Session is now in game state.
session.sessionData->SetState(SessionData::Game);
// Store it in the list of game sessions.
m_gameSessionManager.AddSession(session);
// Add session to the game.
game.AddSession(session);
}
void
ServerLobbyThread::RemoveSessionFromGame(SessionWrapper session)
{
// Just remove the session. Only for fatal errors.
m_gameSessionManager.RemoveSession(session.sessionData->GetSocket());
}
void
ServerLobbyThread::CloseSessionDelayed(SessionWrapper session)
{
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
m_gameSessionManager.RemoveSession(session.sessionData->GetSocket());
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boost::timers::portable::microsec_timer closeTimer;
closeTimer.start();
CloseSessionList::value_type closeSessionData(closeTimer, session.sessionData);
boost::mutex::scoped_lock lock(m_closeSessionListMutex);
m_closeSessionList.push_back(closeSessionData);
}
void
ServerLobbyThread::NotifyPlayerJoinedGame(unsigned gameId, unsigned playerId)
{
// Send notification to players in lobby.
boost::shared_ptr<NetPacket> packet(new NetPacketGameListPlayerJoined);
NetPacketGameListPlayerJoined::Data packetData;
packetData.gameId = gameId;
packetData.playerId = playerId;
static_cast<NetPacketGameListPlayerJoined *>(packet.get())->SetData(packetData);
m_sessionManager.SendToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::NotifyPlayerLeftGame(unsigned gameId, unsigned playerId)
{
// Send notification to players in lobby.
boost::shared_ptr<NetPacket> packet(new NetPacketGameListPlayerLeft);
NetPacketGameListPlayerLeft::Data packetData;
packetData.gameId = gameId;
packetData.playerId = playerId;
static_cast<NetPacketGameListPlayerLeft *>(packet.get())->SetData(packetData);
m_sessionManager.SendToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::NotifyStartingGame(unsigned gameId)
{
boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(gameId, GAME_MODE_STARTED);
m_sessionManager.SendToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::HandleGameRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket)
{
// Someone within a game requested player info.
HandleNetPacketRetrievePlayerInfo(session, tmpPacket);
}
void
ServerLobbyThread::RemoveGame(unsigned id)
{
boost::mutex::scoped_lock lock(m_removeGameListMutex);
m_removeGameList.push_back(id);
}
u_int32_t
ServerLobbyThread::GetNextUniquePlayerId()
{
boost::mutex::scoped_lock lock(m_curUniquePlayerIdMutex);
return m_curUniquePlayerId++;
}
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u_int32_t
ServerLobbyThread::GetNextGameId()
{
return m_curGameId++;
}
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void
ServerLobbyThread::Main()
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{
GetSender().Run();
try
{
while (!ShouldTerminate())
{
{
// Handle one incoming connection at a time.
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boost::shared_ptr<ConnectData> tmpData;
{
boost::mutex::scoped_lock lock(m_connectQueueMutex);
if (!m_connectQueue.empty())
{
tmpData = m_connectQueue.front();
m_connectQueue.pop_front();
}
}
if (tmpData.get())
HandleNewConnection(tmpData);
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}
{
// Handle one incoming session at a time.
SessionWrapper tmpSession;
{
boost::mutex::scoped_lock lock(m_sessionQueueMutex);
if (!m_sessionQueue.empty())
{
tmpSession = m_sessionQueue.front();
m_sessionQueue.pop_front();
}
}
if (tmpSession.sessionData.get() && tmpSession.playerData.get())
HandleReAddedSession(tmpSession);
}
// Process loop.
ProcessLoop();
// Close sessions.
CloseSessionLoop();
// Remove games.
RemoveGameLoop();
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}
} catch (const NetException &e)
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{
GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
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}
TerminateGames();
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GetSender().SignalTermination();
GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
CleanupConnectQueue();
}
void
ServerLobbyThread::ProcessLoop()
{
// Wait for data.
SessionWrapper session = m_sessionManager.Select(RECV_TIMEOUT_MSEC);
if (session.sessionData.get())
{
boost::shared_ptr<NetPacket> packet;
try
{
// Receive the next packet.
packet = GetReceiver().Recv(session.sessionData->GetSocket(), session.sessionData->GetReceiveBuffer());
} catch (const NetException &)
{
// On error: Close this session.
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
return;
}
if (packet.get())
{
if (packet->ToNetPacketInit())
{
// Session should be in initial state.
if (session.sessionData->GetState() != SessionData::Init)
SessionError(session, ERR_SOCK_INVALID_STATE);
else
HandleNetPacketInit(session, *packet->ToNetPacketInit());
}
// Session should be established.
else if (session.sessionData->GetState() != SessionData::Established)
SessionError(session, ERR_SOCK_INVALID_STATE);
else
{
if (packet->ToNetPacketRetrievePlayerInfo())
HandleNetPacketRetrievePlayerInfo(session, *packet->ToNetPacketRetrievePlayerInfo());
else if (packet->ToNetPacketCreateGame())
HandleNetPacketCreateGame(session, *packet->ToNetPacketCreateGame());
else if (packet->ToNetPacketJoinGame())
HandleNetPacketJoinGame(session, *packet->ToNetPacketJoinGame());
}
}
}
}
void
ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const NetPacketInit &tmpPacket)
{
NetPacketInit::Data initData;
tmpPacket.GetData(initData);
// Check the protocol version.
if (initData.versionMajor != NET_VERSION_MAJOR)
{
SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
return;
}
// Check the server password.
if (!CheckPassword(initData.password))
{
SessionError(session, ERR_NET_INVALID_PASSWORD);
return;
}
// Check whether the player name is correct.
// Partly, this is also done in netpacket.
// However, some disallowed names are checked only here.
if (initData.playerName.empty() || initData.playerName.size() > MAX_NAME_SIZE
|| initData.playerName[0] == '#'
|| initData.playerName.substr(0, sizeof(SERVER_COMPUTER_PLAYER_NAME) - 1) == SERVER_COMPUTER_PLAYER_NAME)
{
SessionError(session, ERR_NET_INVALID_PLAYER_NAME);
return;
}
// Check whether this player is already connected.
if (IsPlayerConnected(initData.playerName))
{
SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
return;
}
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(GetNextUniquePlayerId(), 0, PLAYER_TYPE_HUMAN, PLAYER_RIGHTS_NORMAL));
tmpPlayerData->SetName(initData.playerName);
tmpPlayerData->SetNetSessionData(session.sessionData);
if (initData.showAvatar)
tmpPlayerData->SetAvatarFile(initData.avatar.ToString());
// Send ACK to client.
boost::shared_ptr<NetPacket> initAck(new NetPacketInitAck);
NetPacketInitAck::Data initAckData;
initAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
initAckData.playerId = tmpPlayerData->GetUniqueId();
static_cast<NetPacketInitAck *>(initAck.get())->SetData(initAckData);
GetSender().Send(session.sessionData->GetSocket(), initAck);
// Send the game list to the client.
SendGameList(session.sessionData->GetSocket());
// Set player data for session.
m_sessionManager.SetSessionPlayerData(session.sessionData->GetSocket(), tmpPlayerData);
// Session is now established.
session.sessionData->SetState(SessionData::Established);
}
void
ServerLobbyThread::HandleNetPacketRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket)
{
NetPacketRetrievePlayerInfo::Data request;
tmpPacket.GetData(request);
// Find player in lobby or in a game.
boost::shared_ptr<PlayerData> tmpPlayer = m_sessionManager.GetSessionByUniquePlayerId(request.playerId).playerData;
if (!tmpPlayer.get())
tmpPlayer = m_gameSessionManager.GetSessionByUniquePlayerId(request.playerId).playerData;
if (tmpPlayer.get())
{
// Send player info to client.
boost::shared_ptr<NetPacket> info(new NetPacketPlayerInfo);
NetPacketPlayerInfo::Data infoData;
infoData.playerId = tmpPlayer->GetUniqueId();
infoData.playerInfo.ptype = tmpPlayer->GetType();
infoData.playerInfo.playerName = tmpPlayer->GetName();
infoData.playerInfo.hasAvatar = !tmpPlayer->GetAvatarFile().empty();
if (infoData.playerInfo.hasAvatar)
infoData.playerInfo.avatar.FromString(tmpPlayer->GetAvatarFile());
static_cast<NetPacketPlayerInfo *>(info.get())->SetData(infoData);
GetSender().Send(session.sessionData->GetSocket(), info);
}
// TODO: handle error
}
void
ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPacketCreateGame &tmpPacket)
{
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// Create a new game.
NetPacketCreateGame::Data createGameData;
tmpPacket.GetData(createGameData);
boost::shared_ptr<ServerGameThread> game(
new ServerGameThread(
*this, GetNextGameId(),
createGameData.gameName,
createGameData.password,
GetGui(),
m_playerConfig));
game->Init(createGameData.gameData);
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MoveSessionToGame(*game, session);
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// Add game to list of games.
InternalAddGame(game);
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// Start the game.
game->Run();
}
void
ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const NetPacketJoinGame &tmpPacket)
{
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// Join an existing game.
NetPacketJoinGame::Data joinGameData;
tmpPacket.GetData(joinGameData);
GameMap::iterator pos = m_gameMap.find(joinGameData.gameId);
if (pos != m_gameMap.end())
{
ServerGameThread &game = *pos->second;
if (game.CheckPassword(joinGameData.password))
{
MoveSessionToGame(game, session);
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}
else
{
SendJoinGameFailed(session.sessionData->GetSocket(), NTF_NET_JOIN_INVALID_PASSWORD);
}
}
else
{
SessionError(session, ERR_NET_UNKNOWN_GAME);
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}
}
void
ServerLobbyThread::CloseSessionLoop()
{
boost::mutex::scoped_lock lock(m_closeSessionListMutex);
CloseSessionList::iterator i = m_closeSessionList.begin();
CloseSessionList::iterator end = m_closeSessionList.end();
while (i != end)
{
CloseSessionList::iterator cur = i++;
if (cur->first.elapsed().total_seconds() >= SERVER_CLOSE_SESSION_DELAY_SEC)
m_closeSessionList.erase(cur);
}
}
void
ServerLobbyThread::RemoveGameLoop()
{
boost::mutex::scoped_lock lock(m_removeGameListMutex);
RemoveGameList::iterator i = m_removeGameList.begin();
RemoveGameList::iterator end = m_removeGameList.end();
// Synchronously remove games which have been closed.
while (i != end)
{
GameMap::iterator pos = m_gameMap.find(*i);
if (pos != m_gameMap.end())
{
boost::shared_ptr<ServerGameThread> tmpGame = pos->second;
tmpGame->SignalTermination();
tmpGame->Join(GAME_THREAD_TERMINATE_TIMEOUT);
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InternalRemoveGame(tmpGame);
}
++i;
}
m_removeGameList.clear();
}
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void
ServerLobbyThread::InternalAddGame(boost::shared_ptr<ServerGameThread> game)
{
// Add game to list.
m_gameMap.insert(GameMap::value_type(game->GetId(), game));
// Notify all players.
m_sessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListNew(*game), SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListNew(*game), SessionData::Game);
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}
void
ServerLobbyThread::InternalRemoveGame(boost::shared_ptr<ServerGameThread> game)
{
// Remove game from list.
m_gameMap.erase(game->GetId());
// Remove all sessions left in the game.
game->RemoveAllSessions();
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// Notify all players.
boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(game->GetId(), GAME_MODE_CLOSED);
m_sessionManager.SendToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
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}
void
ServerLobbyThread::TerminateGames()
{
GameMap::iterator i = m_gameMap.begin();
GameMap::iterator end = m_gameMap.end();
while (i != end)
{
i->second->SignalTermination();
i->second->Join(GAME_THREAD_TERMINATE_TIMEOUT);
++i;
}
m_gameMap.clear();
}
void
ServerLobbyThread::HandleNewConnection(boost::shared_ptr<ConnectData> connData)
{
if (m_sessionManager.GetRawSessionCount() <= SERVER_MAX_NUM_SESSIONS)
{
// Create a random session id.
// This id can be used to reconnect to the server if the connection was lost.
unsigned sessionId;
// TODO: check for collisions.
if(!RAND_bytes((unsigned char *)&sessionId, sizeof(sessionId)))
{
RAND_pseudo_bytes((unsigned char *)&sessionId, sizeof(sessionId));
}
// Create a new session.
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), sessionId));
m_sessionManager.AddSession(sessionData);
}
else
{
// Server is full.
// Create a generic session with Id 0.
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), 0));
// Gracefully close this session.
SessionError(SessionWrapper(sessionData, boost::shared_ptr<PlayerData>()), ERR_NET_SERVER_FULL);
}
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}
void
ServerLobbyThread::HandleReAddedSession(SessionWrapper session)
{
// Remove session from game session list.
m_gameSessionManager.RemoveSession(session.sessionData->GetSocket());
if (m_sessionManager.GetRawSessionCount() <= SERVER_MAX_NUM_SESSIONS)
{
// Set state (back) to established.
session.sessionData->SetState(SessionData::Established);
// Add session to lobby list.
m_sessionManager.AddSession(session);
}
else
{
// Gracefully close this session.
SessionError(session, ERR_NET_SERVER_FULL);
}
}
void
ServerLobbyThread::CleanupConnectQueue()
{
boost::mutex::scoped_lock lock(m_connectQueueMutex);
// Sockets will be closed automatically.
m_connectQueue.clear();
}
void
ServerLobbyThread::SessionError(SessionWrapper session, int errorCode)
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{
if (session.sessionData.get())
{
SendError(session.sessionData->GetSocket(), errorCode);
CloseSessionDelayed(session);
}
}
void
ServerLobbyThread::SendError(SOCKET s, int errorCode)
{
boost::shared_ptr<NetPacket> packet(new NetPacketError);
NetPacketError::Data errorData;
errorData.errorCode = errorCode;
static_cast<NetPacketError *>(packet.get())->SetData(errorData);
GetSender().Send(s, packet);
}
void
ServerLobbyThread::SendJoinGameFailed(SOCKET s, int reason)
{
boost::shared_ptr<NetPacket> packet(new NetPacketJoinGameFailed);
NetPacketJoinGameFailed::Data failedData;
failedData.failureCode = reason;
static_cast<NetPacketJoinGameFailed *>(packet.get())->SetData(failedData);
GetSender().Send(s, packet);
}
void
ServerLobbyThread::SendGameList(SOCKET s)
{
GameMap::const_iterator game_i = m_gameMap.begin();
GameMap::const_iterator game_end = m_gameMap.end();
while (game_i != game_end)
{
GetSender().Send(s, CreateNetPacketGameListNew(*game_i->second));
++game_i;
}
}
ServerCallback &
ServerLobbyThread::GetCallback()
{
return m_gui;
}
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SenderThread &
ServerLobbyThread::GetSender()
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{
assert(m_sender.get());
return *m_sender;
}
ReceiverHelper &
ServerLobbyThread::GetReceiver()
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{
assert(m_receiver.get());
return *m_receiver;
}
bool
ServerLobbyThread::CheckPassword(const string &password) const
{
return (password == m_password);
}
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ServerSenderCallback &
ServerLobbyThread::GetSenderCallback()
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{
assert(m_senderCallback.get());
return *m_senderCallback;
}
GuiInterface &
ServerLobbyThread::GetGui()
{
return m_gui;
}
bool
ServerLobbyThread::IsPlayerConnected(const string &name)
{
bool retVal = false;
retVal = m_sessionManager.IsPlayerConnected(name);
if (!retVal)
retVal = m_gameSessionManager.IsPlayerConnected(name);
return retVal;
}
boost::shared_ptr<NetPacket>
ServerLobbyThread::CreateNetPacketGameListNew(const ServerGameThread &game)
{
boost::shared_ptr<NetPacket> packet(new NetPacketGameListNew);
NetPacketGameListNew::Data packetData;
packetData.gameId = game.GetId();
packetData.gameInfo.mode = GAME_MODE_CREATED;
packetData.gameInfo.name = game.GetName();
packetData.gameInfo.data = game.GetGameData();
packetData.gameInfo.players = game.GetPlayerIdList();
packetData.gameInfo.isPasswordProtected = game.IsPasswordProtected();
static_cast<NetPacketGameListNew *>(packet.get())->SetData(packetData);
return packet;
}
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boost::shared_ptr<NetPacket>
ServerLobbyThread::CreateNetPacketGameListUpdate(unsigned gameId, GameMode mode)
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{
boost::shared_ptr<NetPacket> packet(new NetPacketGameListUpdate);
NetPacketGameListUpdate::Data packetData;
packetData.gameId = gameId;
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packetData.gameMode = mode;
static_cast<NetPacketGameListUpdate *>(packet.get())->SetData(packetData);
return packet;
}