Finishing server side invitation system.
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@@ -316,12 +316,13 @@ ServerGameStateInit::NotifyGameAdminChanged(boost::shared_ptr<ServerGame> server
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void
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ServerGameStateInit::HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session)
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{
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if (session.sessionData.get() && session.playerData.get())
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if (session.sessionData && session.playerData)
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{
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size_t curNumPlayers = server->GetCurNumberOfPlayers();
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const GameData &tmpGameData = server->GetGameData();
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// Check the number of players.
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if (curNumPlayers >= (size_t)server->GetGameData().maxNumberOfPlayers)
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if (curNumPlayers >= (size_t)tmpGameData.maxNumberOfPlayers)
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{
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_GAME_FULL);
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}
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@@ -477,7 +478,12 @@ ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server,
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bool requestSent = server->GetLobbyThread().SendToLobbyPlayer(netInvite->playerId, packet);
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server->SendToAllPlayers(packet, SessionData::Game);
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if (!requestSent)
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if (requestSent)
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{
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// This player has been invited.
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server->AddPlayerInvitation(netInvite->playerId);
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}
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else
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{
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// Player is not in lobby - send reject message.
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boost::shared_ptr<NetPacket> p2(new NetPacket(NetPacket::Alloc));
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