Added new boost timer. Prepared fixes for removing players.
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@@ -23,9 +23,12 @@
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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 <core/rand.h>
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#include <gamedata.h>
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#include <core/boost/timer.hpp>
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using namespace std;
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#define SERVER_WAIT_TIMEOUT_MSEC 50
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@@ -47,6 +50,9 @@ ServerRecvStateInit::Instance()
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ServerRecvStateInit::ServerRecvStateInit()
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: m_curUniquePlayerId(0)
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{
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boost::microsec_timer::time_duration_type dur;
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boost::microsec_timer t(dur);
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t.start();
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}
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ServerRecvStateInit::~ServerRecvStateInit()
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@@ -62,8 +68,8 @@ ServerRecvStateInit::HandleNewConnection(ServerRecvThread &server, boost::shared
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RandomBytes((unsigned char *)&sessionId, sizeof(sessionId)); // TODO: check for collisions.
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// Create a new session.
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boost::shared_ptr<SessionData> sessionData(new SessionData(sessionId));
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server.AddSession(connData, sessionData);
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boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), sessionId));
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server.AddSession(sessionData);
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}
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int
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@@ -74,8 +80,19 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (recvSock != INVALID_SOCKET)
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{
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boost::shared_ptr<NetPacket> packet = server.GetReceiver().Recv(recvSock);
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boost::shared_ptr<SessionData> session = server.GetSession(recvSock);
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boost::shared_ptr<NetPacket> packet;
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try
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{
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packet = server.GetReceiver().Recv(recvSock);
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} catch (const NetException &e)
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{
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if (session.get())
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{
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//server.CloseSessionDelayed(session);
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return retVal;
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}
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}
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// Ignore if no session / no packet.
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if (packet.get() && session.get())
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@@ -83,7 +100,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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// Session should be in initial state.
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if (session->GetState() != SessionData::Init)
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{
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server.SendError(ERR_SOCK_INVALID_STATE, recvSock);
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//server.SessionError(session, ERR_SOCK_INVALID_STATE);
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return retVal;
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}
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@@ -91,7 +108,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
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if (!tmpPacket)
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{
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server.SendError(ERR_SOCK_INVALID_PACKET, recvSock);
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//server.SessionError(session, ERR_SOCK_INVALID_PACKET);
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return retVal;
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}
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@@ -101,38 +118,30 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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// Check the protocol version.
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if (joinGameData.versionMajor != NET_VERSION_MAJOR)
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{
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server.SendError(ERR_NET_VERSION_NOT_SUPPORTED, recvSock);
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//server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
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return retVal;
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}
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// Check the server password.
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if (!server.CheckPassword(joinGameData.password))
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{
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server.SendError(ERR_NET_INVALID_PASSWORD, recvSock);
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//server.SessionError(session, ERR_NET_INVALID_PASSWORD);
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return retVal;
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}
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PlayerDataList &playerDataList = server.GetPlayerDataList();
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size_t curNumPlayers = server.GetCurNumberOfPlayers();
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// Check the number of players.
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if (playerDataList.size() >= (size_t)server.GetGameData().numberOfPlayers)
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if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
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{
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server.SendError(ERR_NET_SERVER_FULL, recvSock);
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//server.SessionError(session, ERR_NET_SERVER_FULL);
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return retVal;
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}
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// Check whether this player is already connected.
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PlayerDataList::const_iterator player_i = playerDataList.begin();
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PlayerDataList::const_iterator player_end = playerDataList.end();
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while (player_i != player_end)
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if (server.IsPlayerConnected(joinGameData.playerName))
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{
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if ((*player_i)->GetName() == joinGameData.playerName)
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break;
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++player_i;
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}
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if (player_i != player_end)
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{
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server.SendError(ERR_NET_PLAYER_NAME_IN_USE, recvSock);
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//server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
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return retVal;
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}
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@@ -148,7 +157,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
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NetPacketJoinGameAck::Data joinGameAckData;
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joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
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joinGameAckData.playerNumber = playerDataList.size();
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joinGameAckData.playerNumber = 0;//playerDataList.size();
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joinGameAckData.sessionId = session->GetId(); // TODO: currently unused.
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joinGameAckData.gameData = server.GetGameData();
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static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
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@@ -156,7 +165,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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session->SetState(SessionData::Established);
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// Store player data in list.
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playerDataList.push_back(tmpPlayerData);
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//playerDataList.push_back(tmpPlayerData);
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}
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}
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return retVal;
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