Added new boost timer. Prepared fixes for removing players.
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@@ -36,7 +36,9 @@ public:
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virtual void SignalNetError(SOCKET sock, int errorID, int osErrorID)
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{
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// TODO
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// We just ignore send errors for now, on server side.
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// A send error should trigger a read error or a read
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// returning 0 afterwards, and we will handle this error.
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}
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private:
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@@ -247,17 +249,7 @@ ServerRecvThread::CleanupSessionMap()
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{
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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// We need to manually close all sockets for the sessions.
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// This is "not great", but there are some issues when
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// automatically closing them.
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SocketSessionMap::iterator i = m_sessionMap.begin();
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SocketSessionMap::iterator end = m_sessionMap.end();
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while (i != end)
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{
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CLOSESOCKET(i->first);
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++i;
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}
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// Sockets will be closed automatically.
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m_sessionMap.clear();
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}
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@@ -289,19 +281,19 @@ ServerRecvThread::GetSession(SOCKET sock)
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}
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void
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ServerRecvThread::AddSession(boost::shared_ptr<ConnectData> connData, boost::shared_ptr<SessionData> sessionData)
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ServerRecvThread::AddSession(boost::shared_ptr<SessionData> sessionData)
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{
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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SocketSessionMap::iterator pos = m_sessionMap.lower_bound(connData->GetSocket());
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SocketSessionMap::iterator pos = m_sessionMap.lower_bound(sessionData->GetSocket());
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// If pos points to a pair whose key is equivalent to the socket, this handle
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// already exists within the list.
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if (pos != m_sessionMap.end() && connData->GetSocket() == pos->first)
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if (pos != m_sessionMap.end() && sessionData->GetSocket() == pos->first)
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{
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throw ServerException(ERR_SOCK_CONN_EXISTS, 0);
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}
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m_sessionMap.insert(pos, SocketSessionMap::value_type(connData->ReleaseSocket(), sessionData));
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m_sessionMap.insert(pos, SocketSessionMap::value_type(sessionData->GetSocket(), sessionData));
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}
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SenderThread &
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@@ -331,10 +323,34 @@ ServerRecvThread::CheckPassword(const std::string &password) const
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return (password == m_password);
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}
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PlayerDataList &
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ServerRecvThread::GetPlayerDataList()
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size_t
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ServerRecvThread::GetCurNumberOfPlayers() const
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{
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return m_playerDataList;
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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return m_sessionMap.size();
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}
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bool
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ServerRecvThread::IsPlayerConnected(const std::string &playerName) const
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{
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bool retVal = false;
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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SocketSessionMap::const_iterator session_i = m_sessionMap.begin();
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SocketSessionMap::const_iterator session_end = m_sessionMap.end();
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while (session_i != session_end)
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{
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const boost::shared_ptr<PlayerData> tmpPlayerData = session_i->second->GetPlayerData();
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if (tmpPlayerData.get() && tmpPlayerData->GetName() == playerName)
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{
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retVal = true;
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break;
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}
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++session_i;
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}
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return retVal;
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}
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ServerSenderCallback &
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