Game List is now dynamically updated.
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@@ -282,8 +282,8 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPa
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// Add session to the game.
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game->AddSession(session);
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// Add game to list.
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m_gameMap.insert(GameMap::value_type(game->GetId(), game));
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// Add game to list of games.
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InternalAddGame(game);
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// Start the game.
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game->Run();
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@@ -353,13 +353,31 @@ ServerLobbyThread::RemoveGameLoop()
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boost::shared_ptr<ServerGameThread> tmpGame = pos->second;
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tmpGame->SignalTermination();
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tmpGame->Join(GAME_THREAD_TERMINATE_TIMEOUT);
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m_gameMap.erase(pos);
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InternalRemoveGame(tmpGame);
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}
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++i;
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}
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m_removeGameList.clear();
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}
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void
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ServerLobbyThread::InternalAddGame(boost::shared_ptr<ServerGameThread> game)
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{
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// Add game to list.
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m_gameMap.insert(GameMap::value_type(game->GetId(), game));
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// Notify all players.
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m_sessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListNew(*game), SessionData::Established);
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}
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void
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ServerLobbyThread::InternalRemoveGame(boost::shared_ptr<ServerGameThread> game)
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{
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// Remove game from list.
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m_gameMap.erase(game->GetId());
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// Notify all players.
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m_sessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListUpdate(*game, GAME_MODE_CLOSED), SessionData::Established);
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}
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void
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ServerLobbyThread::TerminateGames()
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{
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@@ -503,3 +521,14 @@ ServerLobbyThread::CreateNetPacketGameListNew(const ServerGameThread &game)
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return packet;
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}
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boost::shared_ptr<NetPacket>
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ServerLobbyThread::CreateNetPacketGameListUpdate(const ServerGameThread &game, GameMode mode)
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{
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boost::shared_ptr<NetPacket> packet(new NetPacketGameListUpdate);
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NetPacketGameListUpdate::Data packetData;
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packetData.gameId = game.GetId();
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packetData.gameMode = mode;
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static_cast<NetPacketGameListUpdate *>(packet.get())->SetData(packetData);
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return packet;
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}
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