Fix some compiler warnings.
This commit is contained in:
@@ -30,19 +30,19 @@ public:
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ServerDBNoAction();
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ServerDBNoAction();
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virtual ~ServerDBNoAction();
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virtual ~ServerDBNoAction();
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virtual void Init(const std::string &host, const std::string &user, const std::string &pwd,
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virtual void Init(const std::string &/*host*/, const std::string &/*user*/, const std::string &/*pwd*/,
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const std::string &database, const std::string &encryptionKey) {}
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const std::string &/*database*/, const std::string &/*encryptionKey*/) {}
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virtual void Start() {}
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virtual void Start() {}
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virtual void Stop() {}
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virtual void Stop() {}
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virtual void AsyncPlayerLogin(unsigned requestId, const std::string &playerName) {}
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virtual void AsyncPlayerLogin(unsigned /*requestId*/, const std::string &/*playerName*/) {}
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virtual void PlayerPostLogin(DB_id playerId, const std::string &avatarHash, const std::string &avatarType) {}
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virtual void PlayerPostLogin(DB_id /*playerId*/, const std::string &/*avatarHash*/, const std::string &/*avatarType*/) {}
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virtual void PlayerLogout(DB_id playerId) {}
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virtual void PlayerLogout(DB_id /*playerId*/) {}
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virtual void AsyncCreateGame(unsigned requestId, const std::string &gameName) {}
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virtual void AsyncCreateGame(unsigned /*requestId*/, const std::string &/*gameName*/) {}
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virtual void SetGamePlayerPlace(DB_id gameId, DB_id playerId, unsigned place) {}
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virtual void SetGamePlayerPlace(DB_id /*gameId*/, DB_id /*playerId*/, unsigned /*place*/) {}
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virtual void EndGame(DB_id gameId) {}
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virtual void EndGame(DB_id /*gameId*/) {}
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};
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};
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#endif // _SERVERDBNOACTION_H_
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#endif // _SERVERDBNOACTION_H_
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@@ -1434,7 +1434,7 @@ void gameLobbyDialogImpl::showNickListContextMenu(QPoint p)
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if(myNickListModel->rowCount() && myNickListSelectionModel->currentIndex().isValid()) {
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if(myNickListModel->rowCount() && myNickListSelectionModel->currentIndex().isValid()) {
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assert(mySession);
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assert(mySession);
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int playerUid = myNickListSelectionModel->currentIndex().data(Qt::UserRole).toUInt();
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unsigned playerUid = myNickListSelectionModel->currentIndex().data(Qt::UserRole).toUInt();
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if(inGame && mySession->getClientGameInfo(mySession->getClientCurrentGameId()).data.gameType == GAME_TYPE_INVITE_ONLY && playerUid != mySession->getClientUniquePlayerId() && !mySession->getClientPlayerInfo(playerUid).isGuest) {
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if(inGame && mySession->getClientGameInfo(mySession->getClientCurrentGameId()).data.gameType == GAME_TYPE_INVITE_ONLY && playerUid != mySession->getClientUniquePlayerId() && !mySession->getClientPlayerInfo(playerUid).isGuest) {
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@@ -860,8 +860,8 @@ QString GameTableStyleReader::getActionPic(int action)
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return ActionWinnerI18NPic;
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return ActionWinnerI18NPic;
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}
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}
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break;
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break;
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default: return QString("");
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}
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}
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return QString("");
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}
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}
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void GameTableStyleReader::setButtonsStyle(MyActionButton *br, MyActionButton *cc, MyActionButton *f, MyActionButton *a, int state)
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void GameTableStyleReader::setButtonsStyle(MyActionButton *br, MyActionButton *cc, MyActionButton *f, MyActionButton *a, int state)
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@@ -1357,7 +1357,7 @@ ServerGameStateWaitPlayerAction::TimerTimeout(const boost::system::error_code &e
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curPlayer->incrementActionTimeoutCounter();
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curPlayer->incrementActionTimeoutCounter();
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if (server->GetGameData().gameType == GAME_TYPE_RANKING
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if (server->GetGameData().gameType == GAME_TYPE_RANKING
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&& server->GetGameData().playerActionTimeoutSec >= server->GetSmallDelaySec())
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&& server->GetGameData().playerActionTimeoutSec >= (int)server->GetSmallDelaySec())
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{
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{
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if (curPlayer->getActionTimeoutCounter() == SERVER_WARNING_ACTION_TIMEOUT_THRESHOLD)
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if (curPlayer->getActionTimeoutCounter() == SERVER_WARNING_ACTION_TIMEOUT_THRESHOLD)
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{
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{
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@@ -1677,7 +1677,7 @@ ServerLobbyThread::TimerUpdateClientLoginLock(const boost::system::error_code &e
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{
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{
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TimerClientAddressMap::iterator next = i;
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TimerClientAddressMap::iterator next = i;
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++next;
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++next;
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if (i->second.elapsed().total_seconds() > SERVER_INIT_LOGIN_CLIENT_LOCK_SEC)
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if (i->second.elapsed().total_seconds() > (int)SERVER_INIT_LOGIN_CLIENT_LOCK_SEC)
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m_timerClientAddressMap.erase(i);
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m_timerClientAddressMap.erase(i);
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i = next;
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i = next;
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}
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}
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