Remove players from game (without possibility to rejoin) if they did not act within a certain time. Feature is still broken, because the timer is canceled on disconnect.
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@@ -222,8 +222,15 @@ AbstractServerGameStateReceiving::~AbstractServerGameStateReceiving()
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void
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AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet)
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{
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if (packet->IsClientActivity())
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if (packet->IsClientActivity()) {
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session->ResetActivityTimer();
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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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}
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}
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if (packet->GetMsg()->present == PokerTHMessage_PR_playerInfoRequestMessage) {
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// Delegate to Lobby.
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server->GetLobbyThread().HandleGameRetrievePlayerInfo(session, packet->GetMsg()->choice.playerInfoRequestMessage);
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@@ -940,7 +947,8 @@ 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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// If the player we are waiting for left, continue without him.
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else if (!server->GetSessionManager().IsPlayerConnected(curPlayer->getMyUniqueID())) {
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else if (!server->GetSessionManager().IsPlayerConnected(curPlayer->getMyUniqueID())
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|| !curPlayer->isSessionActive()) {
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PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_FOLD, 0);
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server->GetStateTimer1().expires_from_now(
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@@ -1138,10 +1146,10 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
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// Send cards to all players.
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while (i != end) {
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// also send to inactive players, but not to disconnected players.
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// Also send to inactive players.
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boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
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boost::shared_ptr<SessionData> tmpSession = server->GetSessionManager().GetSessionByUniquePlayerId(tmpPlayer->getMyUniqueID());
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if (tmpPlayer->isConnected() && tmpSession) {
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if (tmpSession) {
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int cards[2];
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bool errorFlag = false;
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tmpPlayer->getMyCards(cards);
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@@ -1274,7 +1282,7 @@ ServerGameStateHand::PerformRejoin(boost::shared_ptr<ServerGame> server, boost::
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// Change the Id in the poker engine.
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rejoinPlayer->setMyUniqueID(session->GetPlayerData()->GetUniqueId());
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rejoinPlayer->setMyGuid(session->GetPlayerData()->GetGuid());
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rejoinPlayer->setIsConnected(true);
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rejoinPlayer->setIsSessionActive(true);
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// Send game start notification to rejoining client.
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packet.reset(new NetPacket(NetPacket::Alloc));
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