Major redesign: Using game ids and player ids in gui (associated with tree view items).
Player list of all network games is now dynamically updated in lobby (no polling, server sends events).
This commit is contained in:
@@ -28,6 +28,7 @@
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#include <game.h>
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#include <boost/lambda/lambda.hpp>
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#include <sstream>
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#include <cassert>
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using namespace std;
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@@ -217,25 +218,33 @@ ClientThread::SendCreateGame(const GameData &gameData, const std::string &name,
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}
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GameInfo
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ClientThread::GetGameInfo(const string &game) const
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ClientThread::GetGameInfo(unsigned gameId) const
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{
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GameInfo tmpInfo;
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try
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{
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unsigned id = GetGameIdByName(game);
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boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
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GameInfoMap::const_iterator pos = m_gameInfoMap.find(id);
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if (pos != m_gameInfoMap.end())
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{
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tmpInfo = pos->second;
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}
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} catch (const NetException &)
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boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
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GameInfoMap::const_iterator pos = m_gameInfoMap.find(gameId);
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if (pos != m_gameInfoMap.end())
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{
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tmpInfo = pos->second;
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}
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return tmpInfo;
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}
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PlayerInfo
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ClientThread::GetPlayerInfo(unsigned playerId) const
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{
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boost::mutex::scoped_lock lock(m_playerInfoMapMutex);
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PlayerInfo info;
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if (!GetCachedPlayerInfo(playerId, info))
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{
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ostringstream name;
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name << "#" << playerId;
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info.playerName = name.str();
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}
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return info;
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}
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ClientCallback &
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ClientThread::GetCallback()
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{
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@@ -320,43 +329,44 @@ ClientThread::SendPacketLoop()
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}
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}
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PlayerInfo
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ClientThread::GetCachedPlayerInfo(unsigned id) const
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bool
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ClientThread::GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const
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{
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bool retVal = false;
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boost::mutex::scoped_lock lock(m_playerInfoMapMutex);
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PlayerInfoMap::const_iterator pos = m_playerInfoMap.find(id);
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if (pos == m_playerInfoMap.end())
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throw NetException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
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return pos->second;
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if (pos != m_playerInfoMap.end())
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{
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info = pos->second;
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retVal = true;
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}
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return retVal;
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}
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void
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ClientThread::RequestPlayerInfo(unsigned id, const PlayerInfo &tempInfo)
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ClientThread::RequestPlayerInfo(unsigned id)
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{
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boost::shared_ptr<NetPacket> req(new NetPacketRetrievePlayerInfo);
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NetPacketRetrievePlayerInfo::Data reqData;
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reqData.playerId = id;
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static_cast<NetPacketRetrievePlayerInfo *>(req.get())->SetData(reqData);
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GetSender().Send(GetContext().GetSocket(), req);
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if (find(m_playerInfoRequestList.begin(), m_playerInfoRequestList.end(), id) == m_playerInfoRequestList.end())
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{
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boost::shared_ptr<NetPacket> req(new NetPacketRetrievePlayerInfo);
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NetPacketRetrievePlayerInfo::Data reqData;
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reqData.playerId = id;
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static_cast<NetPacketRetrievePlayerInfo *>(req.get())->SetData(reqData);
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GetSender().Send(GetContext().GetSocket(), req);
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m_playerInfoMap[id] = tempInfo;
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m_playerInfoRequestList.push_back(id);
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}
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}
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void
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ClientThread::SetPlayerInfo(unsigned id, const PlayerInfo &info)
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{
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PlayerInfoMap::iterator pos = m_playerInfoMap.find(id);
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// Update info cache.
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if (pos != m_playerInfoMap.end())
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{
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GetCallback().SignalNetClientPlayerChanged(pos->second.playerName, info.playerName);
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pos->second = info;
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}
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else
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{
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m_playerInfoMap.insert(PlayerInfoMap::value_type(id, info));
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boost::mutex::scoped_lock lock(m_playerInfoMapMutex);
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m_playerInfoMap[id] = info;
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}
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GetCallback().SignalNetClientPlayerChanged(id, info.playerName);
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// Update player data for current game.
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boost::shared_ptr<PlayerData> playerData = GetPlayerDataByUniqueId(id);
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@@ -464,16 +474,16 @@ ClientThread::AddPlayerData(boost::shared_ptr<PlayerData> playerData)
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{
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m_playerDataList.push_back(playerData);
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if (playerData->GetUniqueId() == GetGuiPlayerId())
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GetCallback().SignalNetClientSelfJoined(playerData->GetName(), playerData->GetRights());
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GetCallback().SignalNetClientSelfJoined(playerData->GetUniqueId(), playerData->GetName(), playerData->GetRights());
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else
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GetCallback().SignalNetClientPlayerJoined(playerData->GetName(), playerData->GetRights());
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GetCallback().SignalNetClientPlayerJoined(playerData->GetUniqueId(), playerData->GetName(), playerData->GetRights());
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}
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}
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void
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ClientThread::RemovePlayerData(unsigned playerId)
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{
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string playerName;
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boost::shared_ptr<PlayerData> tmpData;
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PlayerDataList::iterator i = m_playerDataList.begin();
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PlayerDataList::iterator end = m_playerDataList.end();
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@@ -481,20 +491,17 @@ ClientThread::RemovePlayerData(unsigned playerId)
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{
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if ((*i)->GetUniqueId() == playerId)
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{
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playerName = (*i)->GetName();
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tmpData = *i;
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m_playerDataList.erase(i);
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break;
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}
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++i;
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}
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if (!playerName.empty())
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if (tmpData.get())
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{
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// Remove name and id string.
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GetCallback().SignalNetClientPlayerLeft(playerName);
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ostringstream name;
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name << "#" << playerId;
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GetCallback().SignalNetClientPlayerLeft(name.str());
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// Remove player from gui.
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GetCallback().SignalNetClientPlayerLeft(tmpData->GetUniqueId(), tmpData->GetName());
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}
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}
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@@ -623,22 +630,22 @@ ClientThread::GetGameIdByName(const std::string &name) const
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}
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void
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ClientThread::AddGameInfo(unsigned id, const GameInfo &info)
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ClientThread::AddGameInfo(unsigned gameId, const GameInfo &info)
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{
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{
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boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
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m_gameInfoMap.insert(GameInfoMap::value_type(id, info));
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m_gameInfoMap.insert(GameInfoMap::value_type(gameId, info));
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}
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GetCallback().SignalNetClientGameListNew(info.name);
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GetCallback().SignalNetClientGameListNew(gameId, info.name);
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}
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void
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ClientThread::RemoveGameInfo(unsigned id)
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ClientThread::RemoveGameInfo(unsigned gameId)
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{
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string name;
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{
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boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
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GameInfoMap::iterator pos = m_gameInfoMap.find(id);
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GameInfoMap::iterator pos = m_gameInfoMap.find(gameId);
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if (pos != m_gameInfoMap.end())
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{
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name = pos->second.name;
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@@ -646,7 +653,41 @@ ClientThread::RemoveGameInfo(unsigned id)
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}
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}
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if (!name.empty())
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GetCallback().SignalNetClientGameListRemove(name);
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GetCallback().SignalNetClientGameListRemove(gameId, name);
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}
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void
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ClientThread::ModifyGameInfoAddPlayer(unsigned gameId, unsigned playerId)
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{
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bool playerAdded = false;
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{
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boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
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GameInfoMap::iterator pos = m_gameInfoMap.find(gameId);
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if (pos != m_gameInfoMap.end())
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{
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pos->second.players.push_back(playerId);
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playerAdded = true;
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}
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}
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if (playerAdded)
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GetCallback().SignalNetClientGameListPlayerJoined(gameId, playerId);
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}
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void
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ClientThread::ModifyGameInfoRemovePlayer(unsigned gameId, unsigned playerId)
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{
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bool playerRemoved = false;
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{
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boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
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GameInfoMap::iterator pos = m_gameInfoMap.find(gameId);
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if (pos != m_gameInfoMap.end())
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{
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pos->second.players.remove(playerId);
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playerRemoved = true;
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}
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}
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if (playerRemoved)
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GetCallback().SignalNetClientGameListPlayerLeft(gameId, playerId);
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}
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bool
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