Yessss. Dedicated server is working, with some effort you can now create and join a game (start console server on local pc, start clients and use menu item "internet game"). Make sure to use different player names, there are no error messages yet.
More than one game cannot be created yet, but this is only due to no name input. Lots of issues still, don't expect this to be stable.
This commit is contained in:
@@ -824,6 +824,9 @@ void mainWindowImpl::callGameLobbyDialog() {
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if (myGameLobbyDialog->result() == QDialog::Accepted)
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{
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myStartNetworkGameDialog->setSession(&getSession());
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myStartNetworkGameDialog->treeWidget->clear();
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showNetworkStartDialog();
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}
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}
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@@ -433,7 +433,6 @@ int
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ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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ClientContext &context = client.GetContext();
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if (packet->ToNetPacketInitAck())
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{
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@@ -442,12 +441,6 @@ ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<
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packet->ToNetPacketInitAck()->GetData(initAckData);
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client.SetGuiPlayerId(initAckData.playerId);
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// Player number is 0 on init. Will be set when the game starts.
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boost::shared_ptr<PlayerData> playerData(
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new PlayerData(initAckData.playerId, 0, PLAYER_TYPE_HUMAN, PLAYER_RIGHTS_NORMAL));
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playerData->SetName(context.GetPlayerName());
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client.AddPlayerData(playerData);
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client.SetState(ClientStateWaitJoin::Instance());
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retVal = MSG_SOCK_SESSION_DONE;
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}
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@@ -476,6 +469,7 @@ int
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ClientStateWaitJoin::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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ClientContext &context = client.GetContext();
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if (packet->ToNetPacketGameListNew())
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{
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@@ -490,9 +484,12 @@ ClientStateWaitJoin::InternalProcess(ClientThread &client, boost::shared_ptr<Net
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NetPacketJoinGameAck::Data joinGameAckData;
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packet->ToNetPacketJoinGameAck()->GetData(joinGameAckData);
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client.SetGameData(joinGameAckData.gameData);
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boost::shared_ptr<PlayerData> tmpPlayer = client.GetPlayerDataByUniqueId(client.GetGuiPlayerId());
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assert(tmpPlayer.get());
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tmpPlayer->SetRights(joinGameAckData.prights);
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// Player number is 0 on init. Will be set when the game starts.
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boost::shared_ptr<PlayerData> playerData(
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new PlayerData(client.GetGuiPlayerId(), 0, PLAYER_TYPE_HUMAN, joinGameAckData.prights));
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playerData->SetName(context.GetPlayerName());
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client.AddPlayerData(playerData);
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client.SetState(ClientStateWaitGame::Instance());
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retVal = MSG_NET_GAME_CLIENT_JOIN;
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@@ -62,7 +62,7 @@ static void SendPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerI
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actionDoneData.totalPlayerBet = player->getMySet();
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actionDoneData.playerMoney = player->getMyCash();
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static_cast<NetPacketPlayersActionDone *>(notifyActionDone.get())->SetData(actionDoneData);
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server.SendToAllPlayers(notifyActionDone);
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server.SendToAllPlayers(notifyActionDone, SessionData::Game);
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}
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static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state)
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@@ -81,7 +81,7 @@ static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state
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for (int num = 0; num < 3; num++)
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notifyCardsData.flopCards[num] = static_cast<u_int16_t>(cards[num]);
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static_cast<NetPacketDealFlopCards *>(notifyCards.get())->SetData(notifyCardsData);
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server.SendToAllPlayers(notifyCards);
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server.SendToAllPlayers(notifyCards, SessionData::Game);
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} break;
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case GAME_STATE_TURN: {
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// deal turn card
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@@ -91,7 +91,7 @@ static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state
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NetPacketDealTurnCard::Data notifyCardsData;
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notifyCardsData.turnCard = static_cast<u_int16_t>(cards[3]);
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static_cast<NetPacketDealTurnCard *>(notifyCards.get())->SetData(notifyCardsData);
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server.SendToAllPlayers(notifyCards);
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server.SendToAllPlayers(notifyCards, SessionData::Game);
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} break;
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case GAME_STATE_RIVER: {
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// deal river card
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@@ -101,7 +101,7 @@ static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state
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NetPacketDealRiverCard::Data notifyCardsData;
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notifyCardsData.riverCard = static_cast<u_int16_t>(cards[4]);
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static_cast<NetPacketDealRiverCard *>(notifyCards.get())->SetData(notifyCardsData);
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server.SendToAllPlayers(notifyCards);
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server.SendToAllPlayers(notifyCards, SessionData::Game);
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} break;
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default: {
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//
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@@ -163,7 +163,7 @@ AbstractServerGameStateReceiving::Process(ServerGameThread &server)
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outChatData.playerId = session.playerData->GetUniqueId();
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outChatData.text = inChatData.text;
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static_cast<NetPacketChatText *>(outChat.get())->SetData(outChatData);
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server.SendToAllPlayers(outChat);
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server.SendToAllPlayers(outChat, SessionData::Game);
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}
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}
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else
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@@ -255,7 +255,7 @@ ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper s
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}
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// Send "Player Joined" to other fully connected clients.
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server.SendToAllPlayers(CreateNetPacketPlayerJoined(*session.playerData));
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server.SendToAllPlayers(CreateNetPacketPlayerJoined(*session.playerData), SessionData::Game);
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// Session is now in game state.
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session.sessionData->SetState(SessionData::Game);
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@@ -381,7 +381,7 @@ ServerGameStateStartGame::Process(ServerGameThread &server)
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static_cast<NetPacketGameStart *>(answer.get())->SetData(gameStartData);
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server.SendToAllPlayers(answer);
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server.SendToAllPlayers(answer, SessionData::Game);
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server.SetState(ServerGameStateStartHand::Instance());
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return MSG_NET_GAME_SERVER_START;
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@@ -458,7 +458,7 @@ ServerGameStateStartHand::Process(ServerGameThread &server)
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actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
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actionDoneData.playerMoney = playerArray[i]->getMyCash();
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static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
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server.SendToAllPlayers(notifySmallBlind);
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server.SendToAllPlayers(notifySmallBlind, SessionData::Game);
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break;
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}
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}
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@@ -474,7 +474,7 @@ ServerGameStateStartHand::Process(ServerGameThread &server)
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actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
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actionDoneData.playerMoney = playerArray[i]->getMyCash();
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static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
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server.SendToAllPlayers(notifyBigBlind);
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server.SendToAllPlayers(notifyBigBlind, SessionData::Game);
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break;
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}
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}
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@@ -550,7 +550,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
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++i;
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}
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static_cast<NetPacketAllInShowCards *>(allIn.get())->SetData(allInData);
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server.SendToAllPlayers(allIn);
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server.SendToAllPlayers(allIn, SessionData::Game);
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curGame.getCurrentHand()->setCardsShown(true);
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server.SetState(ServerGameStateShowCardsDelay::Instance());
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@@ -581,7 +581,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
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playersTurnData.playerId = curPlayer->getMyUniqueID();
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static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
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server.SendToAllPlayers(notification);
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server.SendToAllPlayers(notification, SessionData::Game);
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server.SetState(ServerGameStateWaitPlayerAction::Instance());
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@@ -607,7 +607,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
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endHandData.playerMoney = player->getMyCash();
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static_cast<NetPacketEndOfHandHideCards *>(endHand.get())->SetData(endHandData);
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server.SendToAllPlayers(endHand);
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server.SendToAllPlayers(endHand, SessionData::Game);
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}
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else
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{
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@@ -642,7 +642,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
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}
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static_cast<NetPacketEndOfHandShowCards *>(endHand.get())->SetData(endHandData);
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server.SendToAllPlayers(endHand);
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server.SendToAllPlayers(endHand, SessionData::Game);
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}
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// Remove disconnected players. This is the one and only place to do this.
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@@ -655,6 +655,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
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if (curGame.getCurrentHand()->getPlayerArray()[i]->getMyCash() > 0)
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playersPositiveCashCounter++;
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}
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// TODO: this is not an assert - terminate game if true.
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assert(playersPositiveCashCounter);
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if (playersPositiveCashCounter == 1)
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{
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@@ -1019,7 +1020,7 @@ ServerGameStateNextGameDelay::Process(ServerGameThread &server)
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endGameData.winnerPlayerId = winnerPlayer->getMyUniqueID();
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static_cast<NetPacketEndOfGame *>(endGame.get())->SetData(endGameData);
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server.SendToAllPlayers(endGame);
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server.SendToAllPlayers(endGame, SessionData::Game);
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// Wait for the start of a new game.
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server.SetState(ServerGameStateInit::Instance());
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@@ -96,9 +96,9 @@ ServerGameThread::GetCurRound() const
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}
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void
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ServerGameThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
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ServerGameThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state)
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{
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GetSessionManager().SendToAllSessions(GetSender(), packet);
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GetSessionManager().SendToAllSessions(GetSender(), packet, state);
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}
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void
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@@ -224,7 +224,7 @@ ServerGameThread::CloseSessionDelayed(SessionWrapper session)
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NetPacketPlayerLeft::Data thisPlayerLeftData;
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thisPlayerLeftData.playerId = tmpPlayerData->GetUniqueId();
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static_cast<NetPacketPlayerLeft *>(thisPlayerLeft.get())->SetData(thisPlayerLeftData);
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GetSessionManager().SendToAllSessions(GetSender(), thisPlayerLeft);
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GetSessionManager().SendToAllSessions(GetSender(), thisPlayerLeft, SessionData::Game);
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GetCallback().SignalNetServerPlayerLeft(tmpPlayerData->GetName());
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}
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@@ -144,7 +144,7 @@ SessionManager::GetSessionByPlayerName(const string playerName) const
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while (session_i != session_end)
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{
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// Check all players which are fully connected.
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if (session_i->second.sessionData->GetState() == SessionData::Established)
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if (session_i->second.sessionData->GetState() != SessionData::Init)
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{
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boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
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assert(tmpPlayer.get());
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@@ -172,7 +172,7 @@ SessionManager::GetSessionByUniquePlayerId(unsigned uniqueId) const
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while (session_i != session_end)
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{
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// Check all players which are fully connected.
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if (session_i->second.sessionData->GetState() == SessionData::Established)
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if (session_i->second.sessionData->GetState() != SessionData::Init)
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{
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boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
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assert(tmpPlayer.get());
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@@ -199,8 +199,8 @@ SessionManager::GetPlayerDataList() const
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while (session_i != session_end)
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{
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// Get all players which are fully connected.
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if (session_i->second.sessionData->GetState() == SessionData::Established)
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// Get all players in the game.
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if (session_i->second.sessionData->GetState() == SessionData::Game)
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{
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boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
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assert(tmpPlayer.get());
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@@ -255,7 +255,7 @@ SessionManager::GetRawSessionCount()
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}
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void
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SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet)
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SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SessionData::State state)
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{
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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@@ -266,15 +266,15 @@ SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPac
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{
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assert(i->second.sessionData.get());
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// Send each fully connected client a copy of the packet.
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if (i->second.sessionData->GetState() == SessionData::Established)
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// Send each client (with a certain state) a copy of the packet.
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if (i->second.sessionData->GetState() == state)
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sender.Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
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++i;
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}
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}
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void
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SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except)
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SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except, SessionData::State state)
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{
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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@@ -284,7 +284,7 @@ SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<
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while (i != end)
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{
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// Send each fully connected client but one a copy of the packet.
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if (i->second.sessionData->GetState() == SessionData::Established)
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if (i->second.sessionData->GetState() == state)
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if (i->first != except)
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sender.Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
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++i;
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@@ -55,7 +55,7 @@ public:
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ServerCallback &GetCallback();
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GameState GetCurRound() const;
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void SendToAllPlayers(boost::shared_ptr<NetPacket> packet);
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void SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state);
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bool CheckPassword(const std::string &password) const;
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const GameData &GetGameData() const;
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@@ -62,8 +62,8 @@ public:
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void Clear();
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unsigned GetRawSessionCount();
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void SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet);
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void SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except);
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void SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SessionData::State state);
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void SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except, SessionData::State state);
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protected:
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Block a user