optimizations for number of game-joins per player, removed @XXX from comments
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@@ -457,7 +457,6 @@ ServerGame::InternalEndGame()
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{
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StoreAndResetRanking();
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m_game.reset();
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// @XXX: reset NumJoinsPerPlayerMap (if a game restarts, the number of joins will be set to 0 for each player)
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ResetNumJoinsPerPlayer();
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}
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@@ -1169,10 +1168,12 @@ ServerGame::GetNextGameNum()
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void
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ServerGame::AddPlayerToNumJoinsPerPlayer(const std::string &playerName)
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{
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if(m_numjoinsp.find(playerName) != m_numjoinsp.end()) {
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m_numjoinsp[playerName] = m_numjoinsp[playerName] + 1;
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} else {
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m_numjoinsp[playerName] = 1;
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NumJoinsPerPlayerMap::iterator pos = m_numJoinsPerPlayer.find(playerName);
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if (pos != m_numJoinsPerPlayer.end())
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{
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pos->second++;
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} else{
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m_numJoinsPerPlayer[playerName] = 1;
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}
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}
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@@ -1180,8 +1181,8 @@ int
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ServerGame::GetNumJoinsPerPlayer(const std::string &playerName)
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{
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int num = 0;
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if(m_numjoinsp.find(playerName) != m_numjoinsp.end()) {
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num = m_numjoinsp[playerName];
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if(m_numJoinsPerPlayer.find(playerName) != m_numJoinsPerPlayer.end()) {
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num = m_numJoinsPerPlayer[playerName];
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}
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return num;
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}
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@@ -1189,11 +1190,5 @@ ServerGame::GetNumJoinsPerPlayer(const std::string &playerName)
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void
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ServerGame::ResetNumJoinsPerPlayer()
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{
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NumJoinsPerPlayerMap::const_iterator numj_i = m_numjoinsp.begin();
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NumJoinsPerPlayerMap::const_iterator numj_end = m_numjoinsp.end();
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while (numj_i != numj_end) {
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m_numjoinsp[numj_i->first] = 0;
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++numj_i;
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}
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m_numJoinsPerPlayer.clear();
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}
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@@ -84,7 +84,7 @@ using namespace std;
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#define SERVER_LOOP_DELAY_MSEC 50
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#define SERVER_MAX_NUM_SPECTATORS_PER_GAME 100
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#define GAME_NUM_JOINS_PER_PLAYER 6
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#define GAME_MAX_NUM_JOINS_PER_PLAYER 6
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// Helper functions
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@@ -540,22 +540,11 @@ ServerGameStateInit::HandleNewPlayer(boost::shared_ptr<ServerGame> server, boost
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if (session && session->GetPlayerData()) {
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const GameData &tmpGameData = server->GetGameData();
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// @XXX: debug
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//LOG_ERROR("New Player: " << session->GetPlayerData()->GetName() << ".");
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//server->AddPlayerToNumJoinsPerPlayer(session->GetPlayerData()->GetName());
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//LOG_ERROR("Num joins of " << session->GetPlayerData()->GetName() << " = " << server->GetNumJoinsPerPlayer(session->GetPlayerData()->GetName()) << ".");
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// @XXX: check if player joined the game more than 9 times - decline if > 9
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if (server->GetNumJoinsPerPlayer(session->GetPlayerData()->GetName()) > GAME_NUM_JOINS_PER_PLAYER) {
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_GAME_FULL);
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return;
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}
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// Check the number of players.
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if (server->GetCurNumberOfPlayers() >= tmpGameData.maxNumberOfPlayers) {
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// Check the number of players and number of joins per player
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if (server->GetCurNumberOfPlayers() >= tmpGameData.maxNumberOfPlayers || server->GetNumJoinsPerPlayer(session->GetPlayerData()->GetName()) > GAME_MAX_NUM_JOINS_PER_PLAYER) {
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_GAME_FULL);
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} else {
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// @XXX: add player to NumJoinsPerPlayerMap
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// add player to NumJoinsPerPlayerMap
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server->AddPlayerToNumJoinsPerPlayer(session->GetPlayerData()->GetName());
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AcceptNewSession(server, session, false);
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@@ -1012,12 +1012,6 @@ ServerLobbyThread::HandleNetPacketInit(boost::shared_ptr<SessionData> session, c
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{
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LOG_VERBOSE("Received init for session #" << session->GetId() << ".");
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// @XXX: debug tests
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//if(m_sessionManager.IsGuestConnectedMultiple(session->GetClientAddr())){
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// LOG_ERROR("Guest with IP " << session->GetClientAddr() << " already connected! Should be declined!");
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//}
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// @XXX: end debug tests
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// Before any other processing, perform some denial of service and
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// brute force attack prevention by checking whether the user recently sent an
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// Init packet.
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@@ -1058,8 +1052,8 @@ ServerLobbyThread::HandleNetPacketInit(boost::shared_ptr<SessionData> session, c
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MD5Buf avatarMD5;
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bool noAuth = false;
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bool validGuest = false;
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// @XXX: productive: if (initMessage.login() == InitMessage::guestLogin) {
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// @XXX: debug: if (initMessage.login() == InitMessage::unauthenticatedLogin) {
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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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playerName = initMessage.nickname();
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// Verify guest player name.
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@@ -1070,9 +1064,8 @@ 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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// @XXX: check if a guest session with same ip is already connected - decline if true
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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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//LOG_ERROR("Guest with IP " << session->GetClientAddr() << " already connected! Decline!");
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SessionError(session, ERR_NET_FULL_GUESTS);
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return;
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}
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@@ -258,9 +258,9 @@ SessionManager::IsGuestConnectedMultiple(const std::string &clientAddress) const
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while (i != end) {
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boost::shared_ptr<PlayerData> tmpPlayer(i->second->GetPlayerData());
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// @XXX: productive:
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// productive:
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//if(tmpPlayer && tmpPlayer->GetRights() == PLAYER_RIGHTS_GUEST && i->second->GetClientAddr() == clientAddress){
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// @XXX: debug:
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// debug:
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// if(tmpPlayer && tmpPlayer->GetRights() == PLAYER_RIGHTS_NORMAL && i->second->GetClientAddr() == clientAddress){
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if(tmpPlayer && tmpPlayer->GetRights() == PLAYER_RIGHTS_GUEST && i->second->GetClientAddr() == clientAddress) {
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retVal = true;
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@@ -258,7 +258,7 @@ private:
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friend class ServerGameStateWaitPlayerAction;
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friend class ServerGameStateWaitNextHand;
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NumJoinsPerPlayerMap m_numjoinsp;
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NumJoinsPerPlayerMap m_numJoinsPerPlayer;
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};
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#endif
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