First test version with network timeout. Only activity timeout and global timeout, no game admin timeout yet. Set to test values (will disconnect rapidly).
Modified method for init timeout (if session cannot be established) - now using one non-modifiable timer for each session, and an additional timer which is reset whenever session data is received.
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@@ -113,7 +113,6 @@ protected:
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void RequestPlayerAvatar(SessionWrapper session);
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void NewConnectionLoop();
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void NewSessionLoop();
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void CloseSessionLoop();
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void RemoveGameLoop();
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void KickPlayerLoop();
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void UpdateAvatarClientTimerLoop();
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@@ -128,7 +127,7 @@ protected:
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void HandleNewConnection(boost::shared_ptr<ConnectData> connData);
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void HandleReAddedSession(SessionWrapper session);
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SOCKET Select();
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bool CheckSessionTimeouts(SessionWrapper session);
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void CleanupConnectQueue();
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void CleanupSessionMap();
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@@ -166,9 +165,6 @@ private:
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SessionManager m_sessionManager;
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SessionManager m_gameSessionManager;
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TimerSessionMap m_initTimerSessionMap;
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mutable boost::mutex m_initTimerSessionMapMutex;
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TimerClientAddressMap m_timerAvatarClientAddressMap;
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mutable boost::mutex m_timerAvatarClientAddressMapMutex;
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