Adding support for custom delay between hands in protocol.
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@@ -99,16 +99,17 @@ public:
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virtual void ConnectSuccess()
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{
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LOG_MSG("Successfully connected to database.");
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}
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virtual void ConnectFailed(const string &error)
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{
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// TODO
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LOG_ERROR("DB connect error: " << error);
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}
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virtual void QueryError(const std::string &error)
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{
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// TODO
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LOG_ERROR("DB query error: " << error);
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}
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virtual void PlayerLoginSuccess(unsigned requestId, DB_id dbPlayerId, const std::string &secret)
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@@ -128,6 +129,8 @@ public:
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virtual void CreateGameFailed(unsigned requestId)
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{
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// TODO maybe handle request id.
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LOG_ERROR("DB create game failed for request " << requestId);
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}
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private:
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@@ -919,7 +922,7 @@ ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const InitMessage
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if (initMessage.login.present == login_PR_guestLogin)
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{
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const GuestLogin_t *guestLogin = &initMessage.login.choice.guestLogin;
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playerName = string((const char *)guestLogin->nickName.buf, guestLogin->nickName.size);
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playerName = STL_STRING_FROM_OCTET_STRING(guestLogin->nickName);
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guestUser = true;
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}
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else if (initMessage.login.present == login_PR_authenticatedLogin)
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@@ -989,7 +992,7 @@ ServerLobbyThread::HandleNetPacketAuthClientResponse(SessionWrapper session, con
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{
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if (session.sessionData && session.playerData && session.sessionData->AuthGetCurStepNum() == 1)
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{
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string authData((const char *)clientResponse.clientResponse.buf, clientResponse.clientResponse.size);
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string authData = STL_STRING_FROM_OCTET_STRING(clientResponse.clientResponse);
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if (session.sessionData->AuthStep(2, authData))
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{
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string outVerification(session.sessionData->AuthGetNextOutMsg());
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@@ -1191,7 +1194,7 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const std::
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new ServerGame(
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shared_from_this(),
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GetNextGameId(),
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string((char *)newGame.gameInfo.gameName.buf, newGame.gameInfo.gameName.size),
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STL_STRING_FROM_OCTET_STRING(newGame.gameInfo.gameName),
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password,
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tmpData,
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session.playerData->GetUniqueId(),
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@@ -1360,7 +1363,9 @@ ServerLobbyThread::AuthenticatePlayer(SessionWrapper session)
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void
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ServerLobbyThread::UserValid(unsigned playerId, DB_id dbPlayerId, const string &dbSecret)
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{
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this->AuthChallenge(m_sessionManager.GetSessionByUniquePlayerId(playerId, true), dbSecret);
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SessionWrapper tmpSession = m_sessionManager.GetSessionByUniquePlayerId(playerId, true);
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tmpSession.playerData->SetDBId(dbPlayerId);
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this->AuthChallenge(tmpSession, dbSecret);
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}
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void
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