Switching from ASN.1 (asn1c) to google protocol buffers. Some things are still missing (packet verification, tests, ...), this is very early stuff.
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+18
-18
@@ -71,10 +71,10 @@ public:
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void NotifyReopeningGame(unsigned gameId);
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void DispatchPacket(boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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void HandleGameRetrievePlayerInfo(boost::shared_ptr<SessionData> session, const PlayerInfoRequestMessage_t &playerInfoRequest);
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void HandleGameRetrieveAvatar(boost::shared_ptr<SessionData> session, const AvatarRequestMessage_t &retrieveAvatar);
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void HandleGameReportGame(boost::shared_ptr<SessionData> session, const ReportGameMessage_t &reportGame);
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void HandleChatRequest(boost::shared_ptr<SessionData> session, const ChatRequestMessage_t &chatRequest);
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void HandleGameRetrievePlayerInfo(boost::shared_ptr<SessionData> session, const PlayerInfoRequestMessage &playerInfoRequest);
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void HandleGameRetrieveAvatar(boost::shared_ptr<SessionData> session, const AvatarRequestMessage &retrieveAvatar);
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void HandleGameReportGame(boost::shared_ptr<SessionData> session, const ReportGameMessage &reportGame);
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void HandleChatRequest(boost::shared_ptr<SessionData> session, const ChatRequestMessage &chatRequest);
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bool KickPlayerByName(const std::string &playerName);
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bool RemoveGameByPlayerName(const std::string &playerName);
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@@ -129,20 +129,20 @@ protected:
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void InitChatCleaner();
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void HandlePacket(boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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void HandleNetPacketInit(boost::shared_ptr<SessionData> session, const InitMessage_t &initMessage);
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void HandleNetPacketAuthClientResponse(boost::shared_ptr<SessionData> session, const AuthClientResponse_t &clientResponse);
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void HandleNetPacketAvatarHeader(boost::shared_ptr<SessionData> session, unsigned requestId, const AvatarHeader_t &avatarHeader);
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void HandleNetPacketUnknownAvatar(boost::shared_ptr<SessionData> session, unsigned requestId, const UnknownAvatar_t &unknownAvatar);
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void HandleNetPacketAvatarFile(boost::shared_ptr<SessionData> session, unsigned requestId, const AvatarData_t &avatarData);
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void HandleNetPacketAvatarEnd(boost::shared_ptr<SessionData> session, unsigned requestId, const AvatarEnd_t &avatarEnd);
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void HandleNetPacketRetrievePlayerInfo(boost::shared_ptr<SessionData> session, const PlayerInfoRequestMessage_t &playerInfoRequest);
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void HandleNetPacketRetrieveAvatar(boost::shared_ptr<SessionData> session, const AvatarRequestMessage_t &retrieveAvatar);
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void HandleNetPacketCreateGame(boost::shared_ptr<SessionData> session, bool autoLeave, const JoinNewGame_t &newGame);
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void HandleNetPacketJoinGame(boost::shared_ptr<SessionData> session, bool autoLeave, const JoinExistingGame_t &joinGame);
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void HandleNetPacketRejoinGame(boost::shared_ptr<SessionData> session, bool autoLeave, const RejoinExistingGame_t &rejoinGame);
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void HandleNetPacketChatRequest(boost::shared_ptr<SessionData> session, const ChatRequestMessage_t &chatRequest);
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void HandleNetPacketRejectGameInvitation(boost::shared_ptr<SessionData> session, const RejectGameInvitationMessage_t &reject);
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void HandleNetPacketReportGame(boost::shared_ptr<SessionData> session, const ReportGameMessage_t &report);
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void HandleNetPacketInit(boost::shared_ptr<SessionData> session, const InitMessage &initMessage);
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void HandleNetPacketAuthClientResponse(boost::shared_ptr<SessionData> session, const AuthClientResponseMessage &clientResponse);
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void HandleNetPacketAvatarHeader(boost::shared_ptr<SessionData> session, const AvatarHeaderMessage &avatarHeader);
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void HandleNetPacketUnknownAvatar(boost::shared_ptr<SessionData> session, const UnknownAvatarMessage &unknownAvatar);
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void HandleNetPacketAvatarFile(boost::shared_ptr<SessionData> session, const AvatarDataMessage &avatarData);
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void HandleNetPacketAvatarEnd(boost::shared_ptr<SessionData> session, const AvatarEndMessage &avatarEnd);
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void HandleNetPacketRetrievePlayerInfo(boost::shared_ptr<SessionData> session, const PlayerInfoRequestMessage &playerInfoRequest);
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void HandleNetPacketRetrieveAvatar(boost::shared_ptr<SessionData> session, const AvatarRequestMessage &retrieveAvatar);
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void HandleNetPacketCreateGame(boost::shared_ptr<SessionData> session, const JoinNewGameMessage &newGame);
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void HandleNetPacketJoinGame(boost::shared_ptr<SessionData> session, const JoinExistingGameMessage &joinGame);
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void HandleNetPacketRejoinGame(boost::shared_ptr<SessionData> session, const RejoinExistingGameMessage &rejoinGame);
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void HandleNetPacketChatRequest(boost::shared_ptr<SessionData> session, const ChatRequestMessage &chatRequest);
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void HandleNetPacketRejectGameInvitation(boost::shared_ptr<SessionData> session, const RejectGameInvitationMessage &reject);
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void HandleNetPacketReportGame(boost::shared_ptr<SessionData> session, const ReportGameMessage &report);
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// TODO would be better to use state pattern here.
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void AuthChallenge(boost::shared_ptr<SessionData> session, const std::string &secret);
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void CheckAvatarBlacklist(boost::shared_ptr<SessionData> session);
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