Fixed player counting bug. Fixed player number. Joining/leaving network game should work now. Added player type to localplayer.
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@@ -76,18 +76,24 @@ protected:
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void CleanupConnectQueue();
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void CleanupSessionMap();
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ServerRecvState &GetState();
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void SetState(ServerRecvState &newState);
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boost::shared_ptr<SessionData> GetSession(SOCKET sock);
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void AddSession(boost::shared_ptr<SessionData> sessionData);
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void SessionError(boost::shared_ptr<SessionData> sessionData, int errorCode);
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void CloseSessionDelayed(boost::shared_ptr<SessionData> sessionData);
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size_t GetCurNumberOfPlayers() const;
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bool IsPlayerConnected(const std::string &playerName) const;
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void SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData);
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PlayerDataList GetPlayerDataList() const;
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int GetNextPlayerNumber() const;
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void SendError(SOCKET s, int errorCode);
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void SendToAllPlayers(boost::shared_ptr<NetPacket> packet);
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void SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SOCKET except);
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void CloseSessionDelayed(boost::shared_ptr<SessionData> sessionData);
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ServerRecvState &GetState();
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void SetState(ServerRecvState &newState);
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SenderThread &GetSender();
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ReceiverHelper &GetReceiver();
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@@ -95,11 +101,6 @@ protected:
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const GameData &GetGameData() const;
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bool CheckPassword(const std::string &password) const;
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size_t GetCurNumberOfPlayers() const;
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bool IsPlayerConnected(const std::string &playerName) const;
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void SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData);
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PlayerDataList GetPlayerDataList() const;
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ServerSenderCallback &GetSenderCallback();
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private:
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