Fixed multithreading issues when creating/joining a game. Sessions are now queued.
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+2
-25
@@ -45,7 +45,6 @@ class NetPacketInitAck;
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class NetPacketGameListNew;
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class NetPacketGameListUpdate;
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class NetPacketCreateGame;
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class NetPacketCreateGameAck;
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class NetPacketJoinGame;
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class NetPacketJoinGameAck;
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class NetPacketPlayerJoined;
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@@ -91,7 +90,6 @@ public:
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virtual const NetPacketGameListNew *ToNetPacketGameListNew() const;
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virtual const NetPacketGameListUpdate *ToNetPacketGameListUpdate() const;
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virtual const NetPacketCreateGame *ToNetPacketCreateGame() const;
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virtual const NetPacketCreateGameAck *ToNetPacketCreateGameAck() const;
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virtual const NetPacketJoinGame *ToNetPacketJoinGame() const;
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virtual const NetPacketJoinGameAck *ToNetPacketJoinGameAck() const;
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virtual const NetPacketPlayerJoined *ToNetPacketPlayerJoined() const;
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@@ -253,29 +251,6 @@ protected:
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virtual void InternalCheck(const NetPacketHeader* data) const;
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};
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class NetPacketCreateGameAck : public NetPacket
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{
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public:
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struct Data
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{
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u_int32_t gameId;
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};
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NetPacketCreateGameAck();
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virtual ~NetPacketCreateGameAck();
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virtual boost::shared_ptr<NetPacket> Clone() const;
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void SetData(const Data &inData);
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void GetData(Data &outData) const;
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virtual const NetPacketCreateGameAck *ToNetPacketCreateGameAck() const;
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protected:
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virtual void InternalCheck(const NetPacketHeader* data) const;
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};
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class NetPacketJoinGame : public NetPacket
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{
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public:
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@@ -305,7 +280,9 @@ class NetPacketJoinGameAck : public NetPacket
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public:
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struct Data
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{
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u_int32_t gameId;
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GameData gameData;
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PlayerRights prights;
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};
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NetPacketJoinGameAck();
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