Fixed player counting bug. Fixed player number. Joining/leaving network game should work now. Added player type to localplayer.
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@@ -96,7 +96,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (session->GetState() != SessionData::Init)
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{
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server.SessionError(session, ERR_SOCK_INVALID_STATE);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -105,7 +104,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (!tmpPacket)
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{
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server.SessionError(session, ERR_SOCK_INVALID_PACKET);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -116,7 +114,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (joinGameData.versionMajor != NET_VERSION_MAJOR)
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{
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server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -124,7 +121,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (!server.CheckPassword(joinGameData.password))
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{
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server.SessionError(session, ERR_NET_INVALID_PASSWORD);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -134,7 +130,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
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{
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server.SessionError(session, ERR_NET_SERVER_FULL);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -142,14 +137,13 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (server.IsPlayerConnected(joinGameData.playerName))
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{
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server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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// Create player data object.
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boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++, 0));
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boost::shared_ptr<PlayerData> tmpPlayerData(
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new PlayerData(m_curUniquePlayerId++, server.GetNextPlayerNumber(), joinGameData.ptype));
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tmpPlayerData->SetName(joinGameData.playerName);
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tmpPlayerData->SetPlayerType(joinGameData.ptype);
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// Send ACK to client.
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boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
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