More work on rejoin. Server still sends a denial message.

This commit is contained in:
lotodore
2011-09-11 17:41:56 +00:00
parent 32ba77709e
commit 945a8f4588
15 changed files with 131 additions and 55 deletions
+3 -2
View File
@@ -110,8 +110,6 @@ public:
boost::shared_ptr<ServerDBInterface> GetDatabase();
ServerBanManager &GetBanManager();
u_int32_t GetRejoinGameIdForPlayer(const std::string &playerName, const std::string &guid, unsigned &outPlayerUniqueId);
protected:
typedef std::deque<boost::shared_ptr<boost::asio::ip::tcp::socket> > ConnectQueue;
@@ -141,6 +139,7 @@ protected:
void HandleNetPacketRetrieveAvatar(boost::shared_ptr<SessionData> session, const AvatarRequestMessage_t &retrieveAvatar);
void HandleNetPacketCreateGame(boost::shared_ptr<SessionData> session, const std::string &password, bool autoLeave, const JoinNewGame_t &newGame);
void HandleNetPacketJoinGame(boost::shared_ptr<SessionData> session, const std::string &password, bool autoLeave, const JoinExistingGame_t &joinGame);
void HandleNetPacketRejoinGame(boost::shared_ptr<SessionData> session, bool autoLeave, const RejoinExistingGame_t &rejoinGame);
void HandleNetPacketChatRequest(boost::shared_ptr<SessionData> session, const ChatRequestMessage_t &chatRequest);
void HandleNetPacketRejectGameInvitation(boost::shared_ptr<SessionData> session, const RejectGameInvitationMessage_t &reject);
// TODO would be better to use state pattern here.
@@ -199,6 +198,8 @@ protected:
static boost::shared_ptr<NetPacket> CreateNetPacketGameListNew(const ServerGame &game);
static boost::shared_ptr<NetPacket> CreateNetPacketGameListUpdate(unsigned gameId, GameMode mode);
u_int32_t GetRejoinGameIdForPlayer(const std::string &playerName, const std::string &guid, unsigned &outPlayerUniqueId);
private:
boost::shared_ptr<boost::asio::io_service> m_ioService;