Renaming class ServerGameThread to ServerGame.
This commit is contained in:
@@ -1,5 +1,5 @@
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* Copyright (C) 2007-2009 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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@@ -38,7 +38,7 @@
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using namespace std;
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ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, const string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig)
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ServerGame::ServerGame(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, const string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig)
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: m_adminPlayerId(adminPlayerId), m_lobbyThread(lobbyThread), m_gui(gui),
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m_gameData(gameData), m_curState(NULL), m_id(id), m_name(name), m_password(pwd), m_playerConfig(playerConfig),
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m_gameNum(1), m_curPetitionId(1), m_stateTimerId(0)
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@@ -49,13 +49,13 @@ ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id,
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m_voteKickTimerId = GetLobbyThread().GetTimerManager().RegisterTimer(
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SERVER_CHECK_VOTE_KICK_INTERVAL_MSEC,
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boost::bind(&ServerGameThread::TimerVoteKick, this),
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boost::bind(&ServerGame::TimerVoteKick, this),
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true);
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SetState(SERVER_INITIAL_STATE::Instance());
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}
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ServerGameThread::~ServerGameThread()
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ServerGame::~ServerGame()
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{
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_removePlayerTimerId);
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_voteKickTimerId);
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@@ -65,26 +65,26 @@ ServerGameThread::~ServerGameThread()
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}
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u_int32_t
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ServerGameThread::GetId() const
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ServerGame::GetId() const
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{
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return m_id;
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}
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const std::string &
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ServerGameThread::GetName() const
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ServerGame::GetName() const
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{
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return m_name;
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}
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void
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ServerGameThread::AddSession(SessionWrapper session)
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ServerGame::AddSession(SessionWrapper session)
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{
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if (session.sessionData)
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GetState().HandleNewSession(*this, session);
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}
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void
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ServerGameThread::RemovePlayer(unsigned playerId, unsigned errorCode)
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ServerGame::RemovePlayer(unsigned playerId, unsigned errorCode)
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{
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SessionWrapper tmpSession = GetSessionManager().GetSessionByUniquePlayerId(playerId);
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// Only kick if the player was found.
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@@ -93,26 +93,26 @@ ServerGameThread::RemovePlayer(unsigned playerId, unsigned errorCode)
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}
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void
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ServerGameThread::HandlePacket(SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGame::HandlePacket(SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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if (session.sessionData && packet)
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GetState().ProcessPacket(*this, session, packet);
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}
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GameState
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ServerGameThread::GetCurRound() const
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ServerGame::GetCurRound() const
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{
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return static_cast<GameState>(GetGame().getCurrentHand()->getCurrentRound());
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}
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void
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ServerGameThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state)
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ServerGame::SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state)
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{
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GetSessionManager().SendToAllSessions(packet, state);
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}
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void
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ServerGameThread::RemoveAllSessions()
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ServerGame::RemoveAllSessions()
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{
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// Called from lobby thread.
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// Clean up ALL sessions which are left.
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@@ -120,7 +120,7 @@ ServerGameThread::RemoveAllSessions()
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}
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void
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ServerGameThread::TimerVoteKick()
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ServerGame::TimerVoteKick()
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{
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// Check whether someone should be kicked, or whether a vote kick should be aborted.
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// Only one vote kick can be active at a time.
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@@ -191,7 +191,7 @@ ServerGameThread::TimerVoteKick()
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}
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void
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ServerGameThread::InternalStartGame()
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ServerGame::InternalStartGame()
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{
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// Set order of players.
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AssignPlayerNumbers();
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@@ -235,13 +235,13 @@ ServerGameThread::InternalStartGame()
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}
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void
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ServerGameThread::ResetGame()
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ServerGame::ResetGame()
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{
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m_game.reset();
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}
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void
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ServerGameThread::InternalKickPlayer(unsigned playerId)
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ServerGame::InternalKickPlayer(unsigned playerId)
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{
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SessionWrapper tmpSession = GetSessionManager().GetSessionByUniquePlayerId(playerId);
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// Only kick if the player was found.
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@@ -258,7 +258,7 @@ ServerGameThread::InternalKickPlayer(unsigned playerId)
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}
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void
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ServerGameThread::InternalAskVoteKick(SessionWrapper byWhom, unsigned playerIdWho, unsigned timeoutSec)
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ServerGame::InternalAskVoteKick(SessionWrapper byWhom, unsigned playerIdWho, unsigned timeoutSec)
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{
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if (IsRunning() && byWhom.playerData)
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{
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@@ -308,7 +308,7 @@ ServerGameThread::InternalAskVoteKick(SessionWrapper byWhom, unsigned playerIdWh
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}
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void
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ServerGameThread::InternalDenyAskVoteKick(SessionWrapper byWhom, unsigned playerIdWho, DenyKickPlayerReason reason)
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ServerGame::InternalDenyAskVoteKick(SessionWrapper byWhom, unsigned playerIdWho, DenyKickPlayerReason reason)
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{
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boost::shared_ptr<NetPacket> denyPetition(new NetPacketAskKickPlayerDenied);
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NetPacketAskKickPlayerDenied::Data denyPetitionData;
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@@ -319,7 +319,7 @@ ServerGameThread::InternalDenyAskVoteKick(SessionWrapper byWhom, unsigned player
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}
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void
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ServerGameThread::InternalVoteKick(SessionWrapper byWhom, unsigned petitionId, KickVote vote)
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ServerGame::InternalVoteKick(SessionWrapper byWhom, unsigned petitionId, KickVote vote)
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{
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if (IsRunning() && byWhom.playerData)
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{
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@@ -357,7 +357,7 @@ ServerGameThread::InternalVoteKick(SessionWrapper byWhom, unsigned petitionId, K
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}
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void
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ServerGameThread::InternalDenyVoteKick(SessionWrapper byWhom, unsigned petitionId, DenyVoteReason reason)
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ServerGame::InternalDenyVoteKick(SessionWrapper byWhom, unsigned petitionId, DenyVoteReason reason)
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{
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boost::shared_ptr<NetPacket> denyVote(new NetPacketVoteKickPlayerDenied);
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NetPacketVoteKickPlayerDenied::Data denyVoteData;
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@@ -368,7 +368,7 @@ ServerGameThread::InternalDenyVoteKick(SessionWrapper byWhom, unsigned petitionI
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}
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PlayerDataList
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ServerGameThread::GetFullPlayerDataList() const
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ServerGame::GetFullPlayerDataList() const
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{
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PlayerDataList playerList(GetSessionManager().GetPlayerDataList());
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boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
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@@ -378,7 +378,7 @@ ServerGameThread::GetFullPlayerDataList() const
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}
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boost::shared_ptr<PlayerData>
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ServerGameThread::GetPlayerDataByUniqueId(unsigned playerId) const
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ServerGame::GetPlayerDataByUniqueId(unsigned playerId) const
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{
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boost::shared_ptr<PlayerData> tmpPlayer;
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SessionWrapper session = GetSessionManager().GetSessionByUniquePlayerId(playerId);
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@@ -405,7 +405,7 @@ ServerGameThread::GetPlayerDataByUniqueId(unsigned playerId) const
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}
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PlayerIdList
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ServerGameThread::GetPlayerIdList() const
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ServerGame::GetPlayerIdList() const
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{
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PlayerIdList idList(GetSessionManager().GetPlayerIdList());
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boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
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@@ -421,31 +421,31 @@ ServerGameThread::GetPlayerIdList() const
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}
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bool
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ServerGameThread::IsPlayerConnected(const std::string &name) const
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ServerGame::IsPlayerConnected(const std::string &name) const
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{
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return GetSessionManager().IsPlayerConnected(name);
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}
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bool
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ServerGameThread::IsRunning() const
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ServerGame::IsRunning() const
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{
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return m_game.get() != NULL;
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}
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unsigned
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ServerGameThread::GetAdminPlayerId() const
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ServerGame::GetAdminPlayerId() const
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{
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return m_adminPlayerId;
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}
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void
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ServerGameThread::SetAdminPlayerId(unsigned playerId)
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ServerGame::SetAdminPlayerId(unsigned playerId)
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{
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m_adminPlayerId = playerId;
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}
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void
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ServerGameThread::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
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ServerGame::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
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{
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{
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boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
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@@ -455,7 +455,7 @@ ServerGameThread::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
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}
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boost::shared_ptr<PlayerData>
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ServerGameThread::RemoveComputerPlayer(unsigned playerId)
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ServerGame::RemoveComputerPlayer(unsigned playerId)
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{
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boost::shared_ptr<PlayerData> tmpPlayer;
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{
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@@ -478,7 +478,7 @@ ServerGameThread::RemoveComputerPlayer(unsigned playerId)
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}
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bool
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ServerGameThread::IsComputerPlayerActive(unsigned playerId) const
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ServerGame::IsComputerPlayerActive(unsigned playerId) const
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{
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bool retVal = false;
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boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
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@@ -494,7 +494,7 @@ ServerGameThread::IsComputerPlayerActive(unsigned playerId) const
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}
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void
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ServerGameThread::ResetComputerPlayerList()
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ServerGame::ResetComputerPlayerList()
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{
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boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
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@@ -512,7 +512,7 @@ ServerGameThread::ResetComputerPlayerList()
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}
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void
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ServerGameThread::GracefulRemoveSession(SessionWrapper session, int reason)
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ServerGame::GracefulRemoveSession(SessionWrapper session, int reason)
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{
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if (!session.sessionData.get())
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throw ServerException(__FILE__, __LINE__, ERR_NET_INVALID_SESSION, 0);
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@@ -526,7 +526,7 @@ ServerGameThread::GracefulRemoveSession(SessionWrapper session, int reason)
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}
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void
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ServerGameThread::RemovePlayerData(boost::shared_ptr<PlayerData> player, int reason)
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ServerGame::RemovePlayerData(boost::shared_ptr<PlayerData> player, int reason)
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{
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if (player->GetRights() == PLAYER_RIGHTS_ADMIN)
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{
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@@ -564,14 +564,14 @@ ServerGameThread::RemovePlayerData(boost::shared_ptr<PlayerData> player, int rea
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}
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void
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ServerGameThread::ErrorRemoveSession(SessionWrapper session)
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ServerGame::ErrorRemoveSession(SessionWrapper session)
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{
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GetLobbyThread().RemoveSessionFromGame(session);
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GracefulRemoveSession(session, NTF_NET_INTERNAL);
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}
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void
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ServerGameThread::SessionError(SessionWrapper session, int errorCode)
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ServerGame::SessionError(SessionWrapper session, int errorCode)
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{
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if (!session.sessionData.get())
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throw ServerException(__FILE__, __LINE__, ERR_NET_INVALID_SESSION, 0);
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@@ -580,7 +580,7 @@ ServerGameThread::SessionError(SessionWrapper session, int errorCode)
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}
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void
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ServerGameThread::MoveSessionToLobby(SessionWrapper session, int reason)
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ServerGame::MoveSessionToLobby(SessionWrapper session, int reason)
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{
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GracefulRemoveSession(session, reason);
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// Reset ready flag - just in case it is set, player may leave at any time.
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@@ -589,7 +589,7 @@ ServerGameThread::MoveSessionToLobby(SessionWrapper session, int reason)
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}
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void
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ServerGameThread::RemoveDisconnectedPlayers()
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ServerGame::RemoveDisconnectedPlayers()
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{
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// This should only be called between hands.
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if (m_game.get())
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@@ -612,13 +612,13 @@ ServerGameThread::RemoveDisconnectedPlayers()
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}
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size_t
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ServerGameThread::GetCurNumberOfPlayers() const
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ServerGame::GetCurNumberOfPlayers() const
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{
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return GetFullPlayerDataList().size();
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}
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void
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ServerGameThread::AssignPlayerNumbers()
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ServerGame::AssignPlayerNumbers()
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{
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int playerNumber = 0;
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@@ -635,7 +635,7 @@ ServerGameThread::AssignPlayerNumbers()
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}
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bool
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ServerGameThread::IsValidPlayer(unsigned playerId) const
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ServerGame::IsValidPlayer(unsigned playerId) const
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{
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bool retVal = false;
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const PlayerIdList list(GetPlayerIdList());
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@@ -645,38 +645,38 @@ ServerGameThread::IsValidPlayer(unsigned playerId) const
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}
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SessionManager &
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ServerGameThread::GetSessionManager()
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ServerGame::GetSessionManager()
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{
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return m_sessionManager;
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}
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const SessionManager &
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ServerGameThread::GetSessionManager() const
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ServerGame::GetSessionManager() const
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{
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return m_sessionManager;
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}
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ServerLobbyThread &
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ServerGameThread::GetLobbyThread()
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ServerGame::GetLobbyThread()
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{
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return m_lobbyThread;
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}
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ServerCallback &
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ServerGameThread::GetCallback()
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ServerGame::GetCallback()
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{
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return m_gui;
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}
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ServerGameState &
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ServerGameThread::GetState()
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ServerGame::GetState()
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{
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assert(m_curState);
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return *m_curState;
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}
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void
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ServerGameThread::SetState(ServerGameState &newState)
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ServerGame::SetState(ServerGameState &newState)
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{
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if (m_curState)
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m_curState->Exit(*this);
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@@ -685,76 +685,76 @@ ServerGameThread::SetState(ServerGameState &newState)
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}
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unsigned
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ServerGameThread::GetStateTimerId() const
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ServerGame::GetStateTimerId() const
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{
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return m_stateTimerId;
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}
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void
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ServerGameThread::SetStateTimerId(unsigned newTimerId)
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ServerGame::SetStateTimerId(unsigned newTimerId)
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{
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m_stateTimerId = newTimerId;
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}
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ReceiverHelper &
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ServerGameThread::GetReceiver()
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ServerGame::GetReceiver()
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{
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assert(m_receiver.get());
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return *m_receiver;
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}
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Game &
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ServerGameThread::GetGame()
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ServerGame::GetGame()
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{
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assert(m_game.get());
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return *m_game;
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}
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const Game &
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ServerGameThread::GetGame() const
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ServerGame::GetGame() const
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{
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assert(m_game.get());
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return *m_game;
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}
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const GameData &
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ServerGameThread::GetGameData() const
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ServerGame::GetGameData() const
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{
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return m_gameData;
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}
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const StartData &
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ServerGameThread::GetStartData() const
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ServerGame::GetStartData() const
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{
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return m_startData;
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}
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void
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ServerGameThread::SetStartData(const StartData &startData)
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ServerGame::SetStartData(const StartData &startData)
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{
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m_startData = startData;
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}
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bool
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ServerGameThread::IsPasswordProtected() const
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ServerGame::IsPasswordProtected() const
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{
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return !m_password.empty();
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}
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bool
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ServerGameThread::CheckPassword(const string &password) const
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ServerGame::CheckPassword(const string &password) const
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{
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return (password == m_password);
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}
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GuiInterface &
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ServerGameThread::GetGui()
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ServerGame::GetGui()
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{
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return m_gui;
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}
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unsigned
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ServerGameThread::GetNextGameNum()
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ServerGame::GetNextGameNum()
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{
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return m_gameNum++;
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}
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