guest IP-check and number of guest in lobby check combined now in one function
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@@ -65,7 +65,6 @@
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#define SERVER_MAX_NUM_LOBBY_SESSIONS 512 // Maximum number of idle users in lobby.
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#define SERVER_MAX_NUM_TOTAL_SESSIONS 2000 // Total maximum of sessions, fitting a 2048 handle limit
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#define SERVER_MAX_GUEST_USERS 100 // LG: Maximum number of guests users allowed
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#define SERVER_SAVE_STATISTICS_INTERVAL_SEC 60
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#define SERVER_CHECK_SESSION_TIMEOUTS_INTERVAL_MSEC 500
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@@ -1051,7 +1050,7 @@ ServerLobbyThread::HandleNetPacketInit(boost::shared_ptr<SessionData> session, c
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bool validGuest = false;
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// productive: if (initMessage.login() == InitMessage::guestLogin) {
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// debug: if (initMessage.login() == InitMessage::unauthenticatedLogin) {
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if (initMessage.login() == InitMessage::guestLogin) {
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if (initMessage.login() == InitMessage::unauthenticatedLogin) {
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playerName = initMessage.nickname();
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// Verify guest player name.
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if (playerName.length() > sizeof(SERVER_GUEST_PLAYER_NAME - 1)
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@@ -1061,12 +1060,9 @@ ServerLobbyThread::HandleNetPacketInit(boost::shared_ptr<SessionData> session, c
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validGuest = true;
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noAuth = true;
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}
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// check if a guest session with same ip is already connected - decline if true
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if(m_sessionManager.IsGuestConnectedMultiple(session->GetClientAddr())) {
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SessionError(session, ERR_NET_SERVER_FULL);
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return;
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}
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if (m_sessionManager.GetGuestsCount() + m_gameSessionManager.GetGuestsCount() > SERVER_MAX_GUEST_USERS) {
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// check if a guest session in lobby with same ip is already connected and
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// if number of lobby guests >= SERVER_MAX_GUEST_USERS_LOBBY
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if(!m_sessionManager.IsGuestAllowedToConnect(session->GetClientAddr())) {
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SessionError(session, ERR_NET_SERVER_FULL);
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return;
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}
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