Multiple connections in one ranking game from localhost are allowed (for testing).
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@@ -65,6 +65,8 @@
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#define SERVER_SESSION_ACTIVITY_TIMEOUT_SEC 1800 // 30 min, MUST be > SERVER_TIMEOUT_WARNING_REMAINING_SEC
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#define SERVER_SESSION_ACTIVITY_TIMEOUT_SEC 1800 // 30 min, MUST be > SERVER_TIMEOUT_WARNING_REMAINING_SEC
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#define SERVER_SESSION_FORCED_TIMEOUT_SEC 86400 // 1 day, should be quite large.
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#define SERVER_SESSION_FORCED_TIMEOUT_SEC 86400 // 1 day, should be quite large.
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#define SERVER_ADDRESS_LOCALHOST_STR "::1"
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#define SERVER_STATISTICS_FILE_NAME "server_statistics.log"
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#define SERVER_STATISTICS_FILE_NAME "server_statistics.log"
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#define SERVER_STATISTICS_STR_TOTAL_PLAYERS "TotalNumPlayersLoggedIn"
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#define SERVER_STATISTICS_STR_TOTAL_PLAYERS "TotalNumPlayersLoggedIn"
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#define SERVER_STATISTICS_STR_TOTAL_GAMES "TotalNumGamesCreated"
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#define SERVER_STATISTICS_STR_TOTAL_GAMES "TotalNumGamesCreated"
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@@ -1399,6 +1401,7 @@ ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const std::st
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SendJoinGameFailed(session.sessionData, joinGame.gameId, NTF_NET_JOIN_INVALID_PASSWORD);
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SendJoinGameFailed(session.sessionData, joinGame.gameId, NTF_NET_JOIN_INVALID_PASSWORD);
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}
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}
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else if (tmpData.gameType == GAME_TYPE_RANKING
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else if (tmpData.gameType == GAME_TYPE_RANKING
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&& session.sessionData->GetClientAddr() != SERVER_ADDRESS_LOCALHOST_STR
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&& game.IsClientAddressConnected(session.sessionData->GetClientAddr()))
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&& game.IsClientAddressConnected(session.sessionData->GetClientAddr()))
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{
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{
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SendJoinGameFailed(session.sessionData, joinGame.gameId, NTF_NET_JOIN_GAME_FULL);
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SendJoinGameFailed(session.sessionData, joinGame.gameId, NTF_NET_JOIN_GAME_FULL);
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