All players within a single ranking game need different ip addresses.
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@@ -581,6 +581,12 @@ ServerGame::IsPlayerConnected(unsigned playerId) const
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return GetSessionManager().IsPlayerConnected(playerId);
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}
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bool
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ServerGame::IsClientAddressConnected(const std::string &clientAddress) const
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{
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return GetSessionManager().IsClientAddressConnected(clientAddress);
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}
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bool
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ServerGame::IsRunning() const
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{
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@@ -1395,6 +1395,11 @@ ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const std::st
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{
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SendJoinGameFailed(session.sessionData, joinGame.gameId, NTF_NET_JOIN_INVALID_PASSWORD);
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}
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else if (tmpData.gameType == GAME_TYPE_RANKING
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&& game.IsClientAddressConnected(session.sessionData->GetClientAddr()))
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{
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SendJoinGameFailed(session.sessionData, joinGame.gameId, NTF_NET_JOIN_GAME_FULL);
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}
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else
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{
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MoveSessionToGame(game, session);
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@@ -218,6 +218,27 @@ SessionManager::IsPlayerConnected(unsigned uniqueId) const
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return retVal;
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}
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bool
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SessionManager::IsClientAddressConnected(const std::string &clientAddress) const
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{
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bool retVal = false;
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boost::recursive_mutex::scoped_lock lock(m_sessionMapMutex);
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SessionMap::const_iterator i = m_sessionMap.begin();
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SessionMap::const_iterator end = m_sessionMap.end();
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while (i != end)
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{
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if ((*i).second.sessionData->GetClientAddr() == clientAddress)
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{
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retVal = true;
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break;
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}
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++i;
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}
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return retVal;
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}
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void
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SessionManager::ForEach(boost::function<void (SessionWrapper)> func)
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{
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