Each network session now has a weak ptr to its game, to prevent looking up the game id all the time.

This commit is contained in:
lotodore
2011-03-10 21:53:25 +00:00
parent 9b9a921867
commit 95305e7ba5
5 changed files with 33 additions and 33 deletions
+2 -2
View File
@@ -61,8 +61,8 @@ public:
virtual void SignalTermination();
void AddConnection(boost::shared_ptr<boost::asio::ip::tcp::socket> sock);
void ReAddSession(boost::shared_ptr<SessionData> session, int reason);
void MoveSessionToGame(ServerGame &game, boost::shared_ptr<SessionData> session, bool autoLeave);
void ReAddSession(boost::shared_ptr<SessionData> session, int reason, unsigned gameId);
void MoveSessionToGame(boost::shared_ptr<ServerGame> game, boost::shared_ptr<SessionData> session, bool autoLeave);
void RemoveSessionFromGame(boost::shared_ptr<SessionData> session);
void SessionError(boost::shared_ptr<SessionData> session, int errorCode);
void ResubscribeLobbyMsg(boost::shared_ptr<SessionData> session);