Send timeout warning when autofold is active.
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@@ -183,17 +183,6 @@ static void PerformPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInte
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}
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SendPlayerAction(server, player);
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// Check timeout.
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int actionTimeout = server.GetGameData().playerActionTimeoutSec;
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if (actionTimeout) {
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if (player->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_AUTOFOLD_TIMEOUT_FACTOR) {
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player->setIsSessionActive(false);
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if (player->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR) {
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server.KickPlayer(player->getMyUniqueID());
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}
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}
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}
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}
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static void
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@@ -365,6 +354,13 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
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netReportAck->reportResult = reportResult_avatarReportInvalid;
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server->GetLobbyThread().GetSender().Send(session, packet);
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}
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} else if (packet->GetMsg()->present == PokerTHMessage_PR_resetTimeoutMessage) {
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// Reactivate session.
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if (server->IsRunning()) {
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boost::shared_ptr<PlayerInterface> tmpPlayer = server->GetGame().getPlayerByUniqueId(session->GetPlayerData()->GetUniqueId());
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if (tmpPlayer) {
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tmpPlayer->setIsSessionActive(true);
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}
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} else {
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// Packet processing in subclass.
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InternalProcessPacket(server, session, packet);
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@@ -954,6 +950,28 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
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}
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else {
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// Check timeout.
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int actionTimeout = server->GetGameData().playerActionTimeoutSec;
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if (actionTimeout) {
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if (curPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_AUTOFOLD_TIMEOUT_FACTOR) {
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if (curPlayer->isSessionActive()) {
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curPlayer->setIsSessionActive(false);
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boost::shared_ptr<SessionData> session = server->GetSessionManager().GetSessionByUniquePlayerId(server->GetAdminPlayerId());
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if (session) {
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_timeoutWarningMessage;
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TimeoutWarningMessage_t *netWarning = &packet->GetMsg()->choice.timeoutWarningMessage;
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netWarning->timeoutReason = NETWORK_TIMEOUT_GENERIC;
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netWarning->remainingSeconds = actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR - curPlayer->getTimeSecSinceLastRemoteAction();
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server->GetLobbyThread().GetSender().Send(session, packet);
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}
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}
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if (curPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR) {
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server->KickPlayer(curPlayer->getMyUniqueID());
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}
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}
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}
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// If the player we are waiting for left, continue without him.
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if (!server->GetSessionManager().IsPlayerConnected(curPlayer->getMyUniqueID())
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|| !curPlayer->isSessionActive()) {
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