Each network session now has a weak ptr to its game, to prevent looking up the game id all the time.
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@@ -295,13 +295,13 @@ ServerLobbyThread::AddConnection(boost::shared_ptr<tcp::socket> sock)
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}
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void
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ServerLobbyThread::ReAddSession(boost::shared_ptr<SessionData> session, int reason)
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ServerLobbyThread::ReAddSession(boost::shared_ptr<SessionData> session, int reason, unsigned gameId)
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{
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if (session && session->GetPlayerData()) {
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_gamePlayerMessage;
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GamePlayerMessage_t *netPlayerMsg = &packet->GetMsg()->choice.gamePlayerMessage;
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netPlayerMsg->gameId = session->GetGameId();
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netPlayerMsg->gameId = gameId;
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netPlayerMsg->gamePlayerNotification.present = gamePlayerNotification_PR_removedFromGame;
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RemovedFromGame_t *removed = &netPlayerMsg->gamePlayerNotification.choice.removedFromGame;
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@@ -332,7 +332,7 @@ ServerLobbyThread::ReAddSession(boost::shared_ptr<SessionData> session, int reas
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}
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void
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ServerLobbyThread::MoveSessionToGame(ServerGame &game, boost::shared_ptr<SessionData> session, bool autoLeave)
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ServerLobbyThread::MoveSessionToGame(boost::shared_ptr<ServerGame> game, boost::shared_ptr<SessionData> session, bool autoLeave)
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{
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// Remove session from the lobby.
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m_sessionManager.RemoveSession(session->GetId());
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@@ -341,12 +341,12 @@ ServerLobbyThread::MoveSessionToGame(ServerGame &game, boost::shared_ptr<Session
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// Store it in the list of game sessions.
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m_gameSessionManager.AddSession(session);
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// Set the game id of the session.
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session->SetGameId(game.GetId());
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session->SetGame(game);
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// Add session to the game.
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game.AddSession(session);
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game->AddSession(session);
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// Optionally enable auto leave after game finish.
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if (autoLeave)
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game.SetPlayerAutoLeaveOnFinish(session->GetPlayerData()->GetUniqueId());
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game->SetPlayerAutoLeaveOnFinish(session->GetPlayerData()->GetUniqueId());
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}
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void
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@@ -363,9 +363,9 @@ ServerLobbyThread::CloseSession(SessionId sessionId)
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if (!session)
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session = m_gameSessionManager.GetSessionById(sessionId);
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if (session) {
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GameMap::iterator pos = m_gameMap.find(session->GetGameId());
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if (pos != m_gameMap.end()) {
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pos->second->ErrorRemoveSession(session);
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boost::shared_ptr<ServerGame> tmpGame = session->GetGame();
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if (tmpGame) {
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tmpGame->ErrorRemoveSession(session);
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} else {
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CloseSession(session);
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}
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@@ -386,7 +386,7 @@ ServerLobbyThread::CloseSession(boost::shared_ptr<SessionData> session)
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NotifyPlayerLeftLobby(session->GetPlayerData()->GetUniqueId());
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// Update stats (if needed).
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UpdateStatisticsNumberOfPlayers();
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session->SetGameId(0);
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session->SetGame(boost::shared_ptr<ServerGame>());
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}
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}
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@@ -857,7 +857,7 @@ ServerLobbyThread::DispatchPacket(boost::shared_ptr<SessionData> session, boost:
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{
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if (session) {
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// Retrieve current game, if applicable.
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boost::shared_ptr<ServerGame> game = InternalGetGameFromId(session->GetGameId());
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boost::shared_ptr<ServerGame> game = session->GetGame();
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if (game) {
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// We need to catch game-specific exceptions, so that they do not affect the server.
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try {
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@@ -1281,7 +1281,7 @@ ServerLobbyThread::HandleNetPacketCreateGame(boost::shared_ptr<SessionData> sess
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// Add game to list of games.
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InternalAddGame(game);
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MoveSessionToGame(*game, session, autoLeave);
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MoveSessionToGame(game, session, autoLeave);
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}
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}
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@@ -1292,21 +1292,21 @@ ServerLobbyThread::HandleNetPacketJoinGame(boost::shared_ptr<SessionData> sessio
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GameMap::iterator pos = m_gameMap.find(joinGame.gameId);
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if (pos != m_gameMap.end()) {
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ServerGame &game = *pos->second;
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const GameData &tmpData = game.GetGameData();
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boost::shared_ptr<ServerGame> game = pos->second;
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const GameData &tmpData = game->GetGameData();
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if (session->GetPlayerData()->GetRights() == PLAYER_RIGHTS_GUEST
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&& tmpData.gameType != GAME_TYPE_NORMAL) {
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SendJoinGameFailed(session, joinGame.gameId, NTF_NET_JOIN_GUEST_FORBIDDEN);
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} else if (tmpData.gameType == GAME_TYPE_INVITE_ONLY
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&& !game.IsPlayerInvited(session->GetPlayerData()->GetUniqueId())) {
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&& !game->IsPlayerInvited(session->GetPlayerData()->GetUniqueId())) {
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SendJoinGameFailed(session, joinGame.gameId, NTF_NET_JOIN_NOT_INVITED);
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} else if (!game.CheckPassword(password)) {
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} else if (!game->CheckPassword(password)) {
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SendJoinGameFailed(session, joinGame.gameId, NTF_NET_JOIN_INVALID_PASSWORD);
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} else if (tmpData.gameType == GAME_TYPE_RANKING
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&& session->GetClientAddr() != SERVER_ADDRESS_LOCALHOST_STR
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&& session->GetClientAddr() != SERVER_ADDRESS_LOCALHOST_STR_V4V6
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&& session->GetClientAddr() != SERVER_ADDRESS_LOCALHOST_STR_V4
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&& game.IsClientAddressConnected(session->GetClientAddr())) {
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&& game->IsClientAddressConnected(session->GetClientAddr())) {
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SendJoinGameFailed(session, joinGame.gameId, NTF_NET_JOIN_IP_BLOCKED);
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} else {
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MoveSessionToGame(game, session, autoLeave);
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@@ -1357,9 +1357,8 @@ ServerLobbyThread::HandleNetPacketChatRequest(boost::shared_ptr<SessionData> ses
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if (targetSession && targetSession->GetPlayerData()) {
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// Only allow private messages to players which are not in running games.
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unsigned gameId = targetSession->GetGameId();
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GameMap::const_iterator pos = m_gameMap.find(gameId);
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if (pos == m_gameMap.end() || !pos->second->IsRunning()) {
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boost::shared_ptr<ServerGame> tmpGame = targetSession->GetGame();
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if (!tmpGame || !tmpGame->IsRunning()) {
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_chatMessage;
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ChatMessage_t *netChat = &packet->GetMsg()->choice.chatMessage;
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@@ -1823,7 +1822,7 @@ ServerLobbyThread::HandleReAddedSession(boost::shared_ptr<SessionData> session)
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if (m_sessionManager.GetRawSessionCount() <= SERVER_MAX_NUM_LOBBY_SESSIONS) {
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// Set state (back) to established.
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session->SetState(SessionData::Established);
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session->SetGameId(0);
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session->SetGame(boost::shared_ptr<ServerGame>());
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// Add session to lobby list.
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m_sessionManager.AddSession(session);
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} else {
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