More steps towards supporting multiple games per server. Player rights still broken, so starting the game is not possible. Games are not yet terminated after all players have left.
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@@ -137,6 +137,9 @@ ServerLobbyThread::Main()
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{
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GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
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}
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TerminateGames();
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GetSender().SignalTermination();
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GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
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@@ -239,13 +242,13 @@ ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const NetPacketIn
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GetSender().Send(session.sessionData->GetSocket(), initAck);
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// Send the game list to the client.
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/*GameThreadList::iterator game_i = m_gameList.begin();
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GameThreadList::iterator game_end = m_gameList.end();
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GameMap::const_iterator game_i = m_gameMap.begin();
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GameMap::const_iterator game_end = m_gameMap.end();
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while (game_i != game_end)
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{
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GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketGameListUpdate(*(*game_i)));
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GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketGameListNew(*game_i->second));
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++game_i;
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}*/
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}
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// Set player data for session.
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m_sessionManager.SetSessionPlayerData(session.sessionData->GetSocket(), tmpPlayerData);
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@@ -317,6 +320,21 @@ ServerLobbyThread::CloseSessionLoop()
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}
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}
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void
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ServerLobbyThread::TerminateGames()
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{
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GameMap::iterator i = m_gameMap.begin();
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GameMap::iterator end = m_gameMap.end();
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while (i != end)
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{
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i->second->SignalTermination();
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i->second->Join(GAME_THREAD_TERMINATE_TIMEOUT);
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++i;
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}
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m_gameMap.clear();
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}
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void
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ServerLobbyThread::HandleNewConnection(boost::shared_ptr<ConnectData> connData)
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{
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@@ -409,3 +427,15 @@ ServerLobbyThread::GetGui()
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return m_gui;
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}
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boost::shared_ptr<NetPacket>
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ServerLobbyThread::CreateNetPacketGameListNew(const ServerGameThread &game)
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{
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boost::shared_ptr<NetPacket> packet(new NetPacketGameListNew);
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NetPacketGameListNew::Data packetData;
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packetData.gameId = game.GetId();
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packetData.gameMode = GAME_MODE_CREATED;
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packetData.gameName = game.GetName();
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static_cast<NetPacketGameListNew *>(packet.get())->SetData(packetData);
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return packet;
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}
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