Keep lobby open in the background during internet games. Show the lobby after the game finished. Re-open the game. Start and stop irc thread together with the client thread.
This commit is contained in:
@@ -49,10 +49,6 @@ void gameLobbyDialogImpl::exec()
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{
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hideShowGameDescription(FALSE);
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assert(mySession);
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mySession->terminateIrcClient();
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mySession->startIrcClient();
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if(myConfig->readConfigInt("UseIRCLobbyChat")) {
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groupBox_lobbyChat->show();
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}
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@@ -61,7 +57,6 @@ void gameLobbyDialogImpl::exec()
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}
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QDialog::exec();
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mySession->terminateIrcClient();
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}
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@@ -140,7 +140,7 @@ void GuiWrapper::SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned pla
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void GuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { myW->signalNetClientGameStart(game); }
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void GuiWrapper::SignalNetClientChatMsg(const string &playerName, const string &msg) { myChat->signalChatMessage(QString::fromUtf8(playerName.c_str()), QString::fromUtf8(msg.c_str())); }
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void GuiWrapper::SignalNetClientWaitDialog() { myW->signalShowNetworkStartDialog(); }
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void GuiWrapper::SignalNetClientWaitDialog() { myW->signalShowClientDialog(); }
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void GuiWrapper::SignalNetServerSuccess(int actionID) { }
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void GuiWrapper::SignalNetServerError(int errorID, int osErrorID) { myW->signalNetServerError(errorID, osErrorID); }
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@@ -605,7 +605,7 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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//Nachrichten Thread-Save
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connect(this, SIGNAL(signalInitGui(int)), this, SLOT(initGui(int)));
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connect(this, SIGNAL(signalShowNetworkStartDialog()), this, SLOT(showNetworkStartDialog()));
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connect(this, SIGNAL(signalShowClientDialog()), this, SLOT(showClientDialog()));
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connect(this, SIGNAL(signalRefreshSet()), this, SLOT(refreshSet()));
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connect(this, SIGNAL(signalRefreshCash()), this, SLOT(refreshCash()));
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@@ -984,17 +984,7 @@ void mainWindowImpl::joinGameLobby() {
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}
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else
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{
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myGameLobbyDialog->exec();
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if (myGameLobbyDialog->result() == QDialog::Accepted)
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{
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//some gui modifications
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networkGameModification();
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}
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else
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{
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mySession->terminateNetworkClient();
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}
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showLobbyDialog();
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}
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}
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@@ -1149,6 +1139,14 @@ void mainWindowImpl::initGui(int speed)
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}
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}
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void mainWindowImpl::showClientDialog()
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{
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if (mySession->GetGameType() == Session::GAME_TYPE_NETWORK)
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showNetworkStartDialog();
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else if (mySession->GetGameType() == Session::GAME_TYPE_INTERNET)
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showLobbyDialog();
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}
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void mainWindowImpl::showNetworkStartDialog()
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{
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myStartNetworkGameDialog->exec();
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@@ -1165,6 +1163,21 @@ void mainWindowImpl::showNetworkStartDialog()
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}
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}
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void mainWindowImpl::showLobbyDialog()
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{
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myGameLobbyDialog->exec();
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if (myGameLobbyDialog->result() == QDialog::Accepted)
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{
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//some gui modifications
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networkGameModification();
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}
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else
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{
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mySession->terminateNetworkClient();
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}
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}
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Session &mainWindowImpl::getSession() { assert(mySession.get()); return *mySession; }
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void mainWindowImpl::setSession(boost::shared_ptr<Session> session) { mySession = session; }
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@@ -76,7 +76,7 @@ public:
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signals:
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void signalInitGui(int speed);
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void signalShowNetworkStartDialog();
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void signalShowClientDialog();
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void signalRefreshSet();
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void signalRefreshCash();
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@@ -154,7 +154,9 @@ public slots:
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void initGui(int speed);
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void showClientDialog();
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void showNetworkStartDialog();
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void showLobbyDialog();
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//refresh-Funktionen
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void refreshSet();
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@@ -1126,6 +1126,7 @@ ServerGameStateNextGameDelay::Process(ServerGameThread &server)
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// Wait for the start of a new game.
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server.SetState(ServerGameStateInit::Instance());
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server.GetLobbyThread().NotifyReopeningGame(server.GetId());
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}
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return retVal;
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@@ -162,6 +162,14 @@ ServerLobbyThread::NotifyStartingGame(unsigned gameId)
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m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
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}
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void
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ServerLobbyThread::NotifyReopeningGame(unsigned gameId)
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{
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boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(gameId, GAME_MODE_CREATED);
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m_sessionManager.SendToAllSessions(GetSender(), packet, SessionData::Established);
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m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
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}
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void
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ServerLobbyThread::HandleGameRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket)
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{
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@@ -59,6 +59,7 @@ public:
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void NotifyPlayerJoinedGame(unsigned gameId, unsigned playerId);
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void NotifyPlayerLeftGame(unsigned gameId, unsigned playerId);
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void NotifyStartingGame(unsigned gameId);
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void NotifyReopeningGame(unsigned gameId);
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void HandleGameRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket);
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void HandleGameRetrieveAvatar(SessionWrapper session, const NetPacketRetrieveAvatar &tmpPacket);
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+33
-38
@@ -39,7 +39,8 @@
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using namespace std;
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Session::Session(GuiInterface *g, ConfigFile *c)
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: currentGameID(0), myNetClient(NULL), myNetServer(NULL), myIrcThread(NULL), myGui(g), myConfig(c)
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: currentGameID(0), myNetClient(NULL), myNetServer(NULL), myIrcThread(NULL),
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myGui(g), myConfig(c), myGameType(GAME_TYPE_NONE)
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{
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myAvatarManager.reset(new AvatarManager);
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}
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@@ -49,7 +50,6 @@ Session::~Session()
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{
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terminateNetworkClient();
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terminateNetworkServer();
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terminateIrcClient();
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delete myConfig;
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myConfig = 0;
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}
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@@ -61,6 +61,8 @@ bool Session::init()
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void Session::startLocalGame(const GameData &gameData, const StartData &startData) {
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myGameType = GAME_TYPE_LOCAL;
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currentGame.reset();
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currentGameID++;
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@@ -96,7 +98,6 @@ void Session::startLocalGame(const GameData &gameData, const StartData &startDat
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currentGame->initHand();
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currentGame->startHand();
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// SPIEL-SCHLEIFE
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}
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void Session::startClientGame(boost::shared_ptr<Game> game)
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@@ -116,13 +117,29 @@ GuiInterface *Session::getGui()
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return myGui;
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}
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Session::GameType Session::GetGameType()
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{
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return myGameType;
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}
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void Session::startInternetClient()
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{
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if (myNetClient || !myGui)
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if (myNetClient || myIrcThread || !myGui)
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{
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assert(false);
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return;
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}
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myGameType = GAME_TYPE_INTERNET;
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myIrcThread = new IrcThread(*myGui);
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myIrcThread->Init(
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myConfig->readConfigString("IRCServerAddress"),
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myConfig->readConfigInt("IRCServerPort"),
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myConfig->readConfigInt("IRCServerUseIpv6") == 1,
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myConfig->readConfigString("MyName"),
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myConfig->readConfigString("IRCChannel"));
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myIrcThread->Run();
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myNetClient = new ClientThread(*myGui, *myAvatarManager);
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myNetClient->Init(
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myConfig->readConfigString("InternetServerAddress"),
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@@ -142,6 +159,8 @@ void Session::startNetworkClient(const string &serverAddress, unsigned serverPor
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assert(false);
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return;
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}
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myGameType = GAME_TYPE_NETWORK;
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myNetClient = new ClientThread(*myGui, *myAvatarManager);
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myNetClient->Init(
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serverAddress,
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@@ -162,6 +181,8 @@ void Session::startNetworkClientForLocalServer(const GameData &gameData)
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assert(false);
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return;
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}
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myGameType = GAME_TYPE_NETWORK;
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myNetClient = new ClientThread(*myGui, *myAvatarManager);
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bool useIpv6 = myConfig->readConfigInt("ServerUseIpv6") == 1;
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const char *loopbackAddr = useIpv6 ? "::1" : "127.0.0.1";
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@@ -182,13 +203,18 @@ void Session::terminateNetworkClient()
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if (!myNetClient)
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return; // already terminated
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myNetClient->SignalTermination();
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// Give the thread some time to terminate.
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if (myIrcThread)
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myIrcThread->SignalTermination();
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// Give the threads some time to terminate.
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if (myNetClient->Join(NET_CLIENT_TERMINATE_TIMEOUT_MSEC))
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{
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delete myNetClient;
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}
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if (myIrcThread && myIrcThread->Join(NET_IRC_TERMINATE_TIMEOUT_MSEC))
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delete myIrcThread;
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// If termination fails, leave a memory leak to prevent a crash.
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myNetClient = 0;
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myIrcThread = 0;
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myGameType = GAME_TYPE_NONE;
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}
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void Session::clientCreateGame(const GameData &gameData, const string &name, const string &password)
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@@ -252,23 +278,6 @@ bool Session::waitForNetworkServer(unsigned timeoutMsec)
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return retVal;
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}
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void Session::startIrcClient()
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{
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if (myIrcThread || !myGui)
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{
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assert(false);
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return;
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}
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myIrcThread = new IrcThread(*myGui);
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myIrcThread->Init(
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myConfig->readConfigString("IRCServerAddress"),
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myConfig->readConfigInt("IRCServerPort"),
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myConfig->readConfigInt("IRCServerUseIpv6") == 1,
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myConfig->readConfigString("MyName"),
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myConfig->readConfigString("IRCChannel"));
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myIrcThread->Run();
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}
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void Session::sendIrcChatMessage(const std::string &message)
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{
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if (!myIrcThread)
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@@ -276,20 +285,6 @@ void Session::sendIrcChatMessage(const std::string &message)
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myIrcThread->SendChatMessage(message);
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}
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void Session::terminateIrcClient()
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{
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if (!myIrcThread)
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return; // already terminated
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myIrcThread->SignalTermination();
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// Give the thread some time to terminate.
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if (myIrcThread->Join(NET_IRC_TERMINATE_TIMEOUT_MSEC))
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delete myIrcThread;
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else
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assert(false);
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// If termination fails, leave a memory leak to prevent a crash.
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myIrcThread = 0;
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}
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void Session::sendLeaveCurrentGame()
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{
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if (!myNetClient)
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+5
-2
@@ -40,6 +40,8 @@ public:
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~Session();
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enum GameType { GAME_TYPE_NONE, GAME_TYPE_LOCAL, GAME_TYPE_NETWORK, GAME_TYPE_INTERNET };
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bool init();
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void startLocalGame(const GameData &gameData, const StartData &startData);
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@@ -49,6 +51,8 @@ public:
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GuiInterface *getGui();
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GameType GetGameType();
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void startInternetClient();
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void startNetworkClient(const std::string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const std::string &pwd);
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void startNetworkClientForLocalServer(const GameData &gameData);
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@@ -62,9 +66,7 @@ public:
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void terminateNetworkServer();
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bool waitForNetworkServer(unsigned timeoutMsec);
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void startIrcClient();
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void sendIrcChatMessage(const std::string &message);
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void terminateIrcClient();
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void sendClientPlayerAction();
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@@ -92,6 +94,7 @@ private:
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boost::shared_ptr<Game> currentGame;
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GuiInterface *myGui;
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ConfigFile *myConfig;
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GameType myGameType;
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};
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Block a user