Starting login dialog integration on client side.
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@@ -60,8 +60,8 @@ public:
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bool ipv6,
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bool sctp,
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const std::string &avatarServerAddress,
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const std::string &pwd,
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const std::string &playerName,
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const std::string &playerPwd,
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const std::string &avatarFile,
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const std::string &cacheDir);
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virtual void SignalTermination();
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@@ -84,8 +84,8 @@ void
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ClientThread::Init(
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const string &serverAddress, const string &serverListUrl,
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bool useServerList, unsigned serverPort, bool ipv6, bool sctp,
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const string &avatarServerAddress, const string &pwd,
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const string &playerName, const string &avatarFile,
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const string &avatarServerAddress, const string &playerName,
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const string &playerPwd, const string &avatarFile,
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const string &cacheDir)
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{
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if (IsRunning())
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@@ -103,8 +103,8 @@ ClientThread::Init(
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context.SetUseServerList(useServerList);
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context.SetServerPort(serverPort);
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context.SetAvatarServerAddr(avatarServerAddress);
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context.SetPassword(pwd);
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context.SetPlayerName(playerName);
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context.SetPassword(playerPwd);
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context.SetAvatarFile(avatarFile);
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context.SetCacheDir(cacheDir);
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}
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@@ -28,7 +28,6 @@
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#include <net/socket_msg.h>
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#include <net/chatcleanermanager.h>
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#include <db/serverdbinterface.h>
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#include <db/serverdbcallback.h>
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#ifdef POKERTH_OFFICIAL_SERVER
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#include <dbclosed/serverdbfactoryinternal.h>
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#else
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@@ -105,19 +104,21 @@ public:
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{
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}
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virtual void PlayerLoginSuccess(async_handle login, db_id playerId)
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virtual void PlayerLoginSuccess(unsigned requestId, db_id dbPlayerId)
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{
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m_server.AuthenticationSuccess(requestId, dbPlayerId);
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}
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virtual void PlayerLoginFailed(unsigned requestId)
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{
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m_server.AuthenticationFailure(requestId);
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}
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virtual void CreateGameSuccess(unsigned requestId, db_id gameId)
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{
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}
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virtual void PlayerLoginFailed(async_handle login)
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{
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}
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virtual void CreateGameSuccess(async_handle create, db_id gameId)
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{
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}
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virtual void CreateGameFailed(async_handle create)
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virtual void CreateGameFailed(unsigned requestId)
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{
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}
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@@ -1255,7 +1256,18 @@ ServerLobbyThread::EstablishSession(SessionWrapper session)
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void
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ServerLobbyThread::AuthenticatePlayer(SessionWrapper session, const std::string &password)
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{
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// TODO
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assert(session.playerData);
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m_database->AsyncPlayerLogin(session.playerData->GetUniqueId(), session.playerData->GetName(), password);
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}
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void
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ServerLobbyThread::AuthenticationSuccess(unsigned playerId, db_id dbPlayerId)
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{
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}
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void
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ServerLobbyThread::AuthenticationFailure(unsigned playerId)
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{
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}
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void
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@@ -27,6 +27,7 @@
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#include <net/sessionmanager.h>
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#include <net/netpacket.h>
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#include <db/serverdbcallback.h>
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#include <gui/guiinterface.h>
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#include <gamedata.h>
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@@ -133,6 +134,8 @@ protected:
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void InitAfterLogin(SessionWrapper session);
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void EstablishSession(SessionWrapper session);
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void AuthenticatePlayer(SessionWrapper session, const std::string &password);
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void AuthenticationSuccess(unsigned playerId, db_id dbPlayerId);
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void AuthenticationFailure(unsigned playerId);
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void RequestPlayerAvatar(SessionWrapper session);
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void TimerRemoveGame(const boost::system::error_code &ec);
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void TimerRemovePlayer(const boost::system::error_code &ec);
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@@ -232,6 +235,8 @@ private:
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boost::asio::deadline_timer m_avatarLockTimer;
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const boost::posix_time::ptime m_startTime;
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friend class InternalServerCallback;
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};
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#endif
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