Exceptions are now derived from std::exception and tell source code file and line.
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@@ -24,7 +24,7 @@
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#include <net/senderthread.h>
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#include <net/netpacket.h>
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#include <net/socket_msg.h>
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#include <net/netexception.h>
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#include <net/serverexception.h>
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#include <gamedata.h>
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#include <game.h>
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#include <playerinterface.h>
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@@ -684,9 +684,9 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
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// Retrieve current player.
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boost::shared_ptr<PlayerInterface> curPlayer = curGame.getCurrentPlayer();
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if (!curPlayer.get())
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throw NetException(ERR_NET_NO_CURRENT_PLAYER, 0);
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throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
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if (!curPlayer->getMyActiveStatus())
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throw NetException(ERR_NET_PLAYER_NOT_ACTIVE, 0);
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throw ServerException(__FILE__, __LINE__, ERR_NET_PLAYER_NOT_ACTIVE, 0);
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boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
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NetPacketPlayersTurn::Data playersTurnData;
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@@ -816,7 +816,7 @@ ServerGameStateWaitPlayerAction::Process(ServerGameThread &server)
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boost::shared_ptr<PlayerInterface> curPlayer = server.GetGame().getCurrentPlayer();
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if (!curPlayer.get())
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throw NetException(ERR_NET_NO_CURRENT_PLAYER, 0);
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throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
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// If the player is computer controlled, let the engine act.
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if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
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@@ -862,7 +862,7 @@ ServerGameStateWaitPlayerAction::InternalProcess(ServerGameThread &server, Sessi
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Game &curGame = server.GetGame();
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boost::shared_ptr<PlayerInterface> tmpPlayer = curGame.getPlayerByUniqueId(session.playerData->GetUniqueId());
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if (!tmpPlayer.get())
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throw NetException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
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throw ServerException(__FILE__, __LINE__, ERR_NET_UNKNOWN_PLAYER_ID, 0);
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// Check whether this is the correct round.
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PlayerActionCode code = ACTION_CODE_VALID;
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