Players can now join and leave as they wish. Still TODO: Need to fix player number.
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@@ -27,8 +27,6 @@
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#include <core/rand.h>
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#include <gamedata.h>
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#include <core/boost/timer.hpp>
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using namespace std;
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#define SERVER_WAIT_TIMEOUT_MSEC 50
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@@ -82,12 +80,11 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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try
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{
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packet = server.GetReceiver().Recv(recvSock);
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} catch (const NetException &e)
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} catch (const NetException &)
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{
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if (session.get())
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{
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//server.CloseSessionDelayed(session);
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Thread::Msleep(10);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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}
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@@ -99,6 +96,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (session->GetState() != SessionData::Init)
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{
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server.SessionError(session, ERR_SOCK_INVALID_STATE);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -107,6 +105,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (!tmpPacket)
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{
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server.SessionError(session, ERR_SOCK_INVALID_PACKET);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -117,6 +116,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (joinGameData.versionMajor != NET_VERSION_MAJOR)
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{
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server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -124,6 +124,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (!server.CheckPassword(joinGameData.password))
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{
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server.SessionError(session, ERR_NET_INVALID_PASSWORD);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -133,6 +134,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
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{
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server.SessionError(session, ERR_NET_SERVER_FULL);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -140,30 +142,58 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (server.IsPlayerConnected(joinGameData.playerName))
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{
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server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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// Create player data object.
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boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++));
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boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++, 0));
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tmpPlayerData->SetName(joinGameData.playerName);
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tmpPlayerData->SetPlayerType(joinGameData.ptype);
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// Signal joining player to GUI.
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server.GetCallback().SignalNetServerPlayerJoined(tmpPlayerData->GetName());
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// Send ACK to client.
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boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
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NetPacketJoinGameAck::Data joinGameAckData;
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joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
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joinGameAckData.playerNumber = 0;//playerDataList.size();
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joinGameAckData.playerNumber = tmpPlayerData->GetNumber();
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joinGameAckData.sessionId = session->GetId(); // TODO: currently unused.
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joinGameAckData.gameData = server.GetGameData();
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static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
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server.GetSender().Send(answer, recvSock);
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session->SetState(SessionData::Established);
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server.GetSender().Send(recvSock, answer);
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// Store player data in list.
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//playerDataList.push_back(tmpPlayerData);
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// Send notifications for connected players to client.
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PlayerDataList tmpPlayerList = server.GetPlayerDataList();
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PlayerDataList::iterator player_i = tmpPlayerList.begin();
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PlayerDataList::iterator player_end = tmpPlayerList.end();
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while (player_i != player_end)
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{
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boost::shared_ptr<NetPacket> otherPlayerJoined(new NetPacketPlayerJoined);
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NetPacketPlayerJoined::Data otherPlayerJoinedData;
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otherPlayerJoinedData.playerId = (*player_i)->GetUniqueId();
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otherPlayerJoinedData.playerName = (*player_i)->GetName();
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otherPlayerJoinedData.playerNumber = (*player_i)->GetNumber();
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otherPlayerJoinedData.ptype = (*player_i)->GetType();
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static_cast<NetPacketPlayerJoined *>(otherPlayerJoined.get())->SetData(otherPlayerJoinedData);
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server.GetSender().Send(session->GetSocket(), otherPlayerJoined);
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++player_i;
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}
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// Send "Player Joined" to other clients.
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boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
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NetPacketPlayerJoined::Data thisPlayerJoinedData;
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thisPlayerJoinedData.playerId = tmpPlayerData->GetUniqueId();
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thisPlayerJoinedData.playerName = tmpPlayerData->GetName();
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thisPlayerJoinedData.playerNumber = tmpPlayerData->GetNumber();
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thisPlayerJoinedData.ptype = tmpPlayerData->GetType();
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static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
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server.SendToAllButOnePlayers(thisPlayerJoined, session->GetSocket());
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// Set player data for session.
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server.SetSessionPlayerData(session, tmpPlayerData);
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// Session is now established.
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session->SetState(SessionData::Established);
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}
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}
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return retVal;
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