Canceling asio timers has bad semantics, and causes loads of trouble. Therefore, cancelled timers are simply marked as such, and the asio callback is silently ignored. This fixes several crashes, if players were removed from a game due to an error, because some timers were not cancelled. *sigh* This one took a lot of nerve.
This commit is contained in:
@@ -35,31 +35,30 @@ TimerManager::RegisterTimer(unsigned timeoutMsec, boost::function<void()> timerH
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boost::recursive_mutex::scoped_lock lock(m_timerMutex);
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boost::recursive_mutex::scoped_lock lock(m_timerMutex);
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// Use a unique id for each timer.
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// Use a unique id for each timer.
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unsigned id = GetNextTimerId();
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unsigned id = GetNextTimerId();
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TimerData data;
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boost::shared_ptr<TimerData> data(new TimerData);
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data.timer.reset(
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data->timer.reset(
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new boost::asio::deadline_timer(*m_ioService, boost::posix_time::milliseconds(timeoutMsec)));
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new boost::asio::deadline_timer(*m_ioService, boost::posix_time::milliseconds(timeoutMsec)));
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data.userHandler = timerHandler;
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data->userHandler = timerHandler;
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data.durationMsec = timeoutMsec;
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data->durationMsec = timeoutMsec;
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data.autoRestart = autoRestart;
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data->autoRestart = autoRestart;
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data.timer->async_wait(boost::bind(&TimerManager::Handler, boost::asio::placeholders::error, data));
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data->cancelled = false;
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data->timer->async_wait(boost::bind(&TimerManager::Handler, boost::asio::placeholders::error, data));
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m_timerMap.insert(TimerMap::value_type(id, data));
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m_timerMap.insert(TimerMap::value_type(id, data));
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return id;
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return id;
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}
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}
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bool
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bool
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TimerManager::RestartTimer(unsigned timerId, unsigned timeoutMsec, boost::function<void()> timerHandler)
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TimerManager::AddTimer(unsigned timerId, unsigned timeoutMsec, boost::function<void()> timerHandler)
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{
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{
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boost::recursive_mutex::scoped_lock lock(m_timerMutex);
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boost::recursive_mutex::scoped_lock lock(m_timerMutex);
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bool restarted = false;
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bool restarted = false;
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TimerMap::iterator pos = m_timerMap.find(timerId);
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TimerMap::iterator pos = m_timerMap.find(timerId);
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if (pos != m_timerMap.end())
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if (pos != m_timerMap.end())
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{
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{
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pos->second.userHandler = timerHandler;
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pos->second->userHandler = timerHandler;
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boost::shared_ptr<boost::asio::deadline_timer> timer(pos->second.timer);
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pos->second->timer->expires_from_now(boost::posix_time::milliseconds(timeoutMsec));
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timer->cancel();
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pos->second->timer->async_wait(boost::bind(&TimerManager::Handler, boost::asio::placeholders::error, pos->second));
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timer->expires_from_now(boost::posix_time::milliseconds(timeoutMsec));
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timer->async_wait(boost::bind(&TimerManager::Handler, boost::asio::placeholders::error, pos->second));
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restarted = true;
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restarted = true;
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}
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}
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return restarted;
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return restarted;
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@@ -74,7 +73,7 @@ TimerManager::UnregisterTimer(unsigned timerId)
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TimerMap::iterator pos = m_timerMap.find(timerId);
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TimerMap::iterator pos = m_timerMap.find(timerId);
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if (pos != m_timerMap.end())
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if (pos != m_timerMap.end())
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{
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{
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pos->second.timer->cancel();
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pos->second->cancelled = true;
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m_timerMap.erase(pos);
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m_timerMap.erase(pos);
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unregistered = true;
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unregistered = true;
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}
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}
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@@ -82,15 +81,15 @@ TimerManager::UnregisterTimer(unsigned timerId)
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}
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}
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void
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void
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TimerManager::Handler(boost::system::error_code ec, TimerManager::TimerData data)
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TimerManager::Handler(const boost::system::error_code &ec, boost::shared_ptr<TimerManager::TimerData> data)
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{
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{
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if (!ec)
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if (!ec && data && !data->cancelled)
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{
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{
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data.userHandler();
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data->userHandler();
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if (data.autoRestart)
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if (data->autoRestart)
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{
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{
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data.timer->expires_from_now(boost::posix_time::milliseconds(data.durationMsec));
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data->timer->expires_from_now(boost::posix_time::milliseconds(data->durationMsec));
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data.timer->async_wait(boost::bind(&TimerManager::Handler, boost::asio::placeholders::error, data));
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data->timer->async_wait(boost::bind(&TimerManager::Handler, boost::asio::placeholders::error, data));
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}
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}
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}
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}
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}
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}
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@@ -32,7 +32,7 @@ public:
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TimerManager(boost::shared_ptr<boost::asio::io_service> ioService);
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TimerManager(boost::shared_ptr<boost::asio::io_service> ioService);
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unsigned RegisterTimer(unsigned timeoutMsec, boost::function<void()> timerHandler, bool autoRestart = false);
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unsigned RegisterTimer(unsigned timeoutMsec, boost::function<void()> timerHandler, bool autoRestart = false);
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bool RestartTimer(unsigned timerId, unsigned timeoutMsec, boost::function<void()> timerHandler);
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bool AddTimer(unsigned timerId, unsigned timeoutMsec, boost::function<void()> timerHandler);
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bool UnregisterTimer(unsigned timerId);
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bool UnregisterTimer(unsigned timerId);
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protected:
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protected:
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@@ -43,10 +43,11 @@ protected:
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boost::function<void()> userHandler;
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boost::function<void()> userHandler;
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unsigned durationMsec;
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unsigned durationMsec;
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bool autoRestart;
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bool autoRestart;
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bool cancelled;
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};
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};
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static void Handler(boost::system::error_code ec, TimerData data);
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static void Handler(const boost::system::error_code &ec, boost::shared_ptr<TimerData> data);
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typedef std::map<unsigned, TimerData> TimerMap;
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typedef std::map<unsigned, boost::shared_ptr<TimerData> > TimerMap;
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unsigned GetNextTimerId();
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unsigned GetNextTimerId();
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@@ -24,7 +24,7 @@
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#include <core/loghelper.h>
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#include <core/loghelper.h>
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#define NET_SERVER_LISTEN_BACKLOG 5
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#define NET_SERVER_LISTEN_BACKLOG 20
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using namespace std;
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using namespace std;
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using boost::asio::ip::tcp;
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using boost::asio::ip::tcp;
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@@ -46,7 +46,16 @@ ServerGame::ServerGame(ServerLobbyThread &lobbyThread, u_int32_t id, const strin
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LOG_VERBOSE("Game object " << GetId() << " created.");
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LOG_VERBOSE("Game object " << GetId() << " created.");
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m_receiver.reset(new ReceiverHelper);
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m_receiver.reset(new ReceiverHelper);
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}
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ServerGame::~ServerGame()
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{
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LOG_VERBOSE("Game object " << GetId() << " destructed.");
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}
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void
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ServerGame::Init()
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{
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m_voteKickTimerId = GetLobbyThread().GetTimerManager().RegisterTimer(
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m_voteKickTimerId = GetLobbyThread().GetTimerManager().RegisterTimer(
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SERVER_CHECK_VOTE_KICK_INTERVAL_MSEC,
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SERVER_CHECK_VOTE_KICK_INTERVAL_MSEC,
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boost::bind(&ServerGame::TimerVoteKick, this),
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boost::bind(&ServerGame::TimerVoteKick, this),
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@@ -55,12 +64,11 @@ ServerGame::ServerGame(ServerLobbyThread &lobbyThread, u_int32_t id, const strin
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SetState(SERVER_INITIAL_STATE::Instance());
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SetState(SERVER_INITIAL_STATE::Instance());
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}
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}
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ServerGame::~ServerGame()
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void
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ServerGame::Exit()
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{
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{
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_voteKickTimerId);
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_voteKickTimerId);
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_stateTimerId);
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_stateTimerId);
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LOG_VERBOSE("Game object " << GetId() << " destructed.");
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}
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}
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u_int32_t
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u_int32_t
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@@ -400,7 +400,7 @@ ServerGameStateInit::TimerAdminWarning(ServerGame &server)
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server.GetLobbyThread().GetSender().Send(session.sessionData, warning);
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server.GetLobbyThread().GetSender().Send(session.sessionData, warning);
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}
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}
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// Start timeout timer.
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// Start timeout timer.
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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server.GetStateTimerId(),
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SERVER_GAME_ADMIN_WARNING_REMAINING_SEC * 1000,
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SERVER_GAME_ADMIN_WARNING_REMAINING_SEC * 1000,
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boost::bind(&ServerGameStateInit::TimerAdminTimeout, this, boost::ref(server)));
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boost::bind(&ServerGameStateInit::TimerAdminTimeout, this, boost::ref(server)));
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@@ -701,7 +701,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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server.SendToAllPlayers(allIn, SessionData::Game);
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server.SendToAllPlayers(allIn, SessionData::Game);
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curGame.getCurrentHand()->setCardsShown(true);
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curGame.getCurrentHand()->setCardsShown(true);
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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server.GetStateTimerId(),
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SERVER_SHOW_CARDS_DELAY_SEC * 1000,
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SERVER_SHOW_CARDS_DELAY_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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@@ -710,7 +710,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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{
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{
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SendNewRoundCards(server, curGame, newRound);
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SendNewRoundCards(server, curGame, newRound);
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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server.GetStateTimerId(),
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GetDealCardsDelaySec(server) * 1000,
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GetDealCardsDelaySec(server) * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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@@ -741,7 +741,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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// If the player is computer controlled, let the engine act.
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// If the player is computer controlled, let the engine act.
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if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
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if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
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{
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{
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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server.GetStateTimerId(),
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SERVER_COMPUTER_ACTION_DELAY_SEC * 1000,
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SERVER_COMPUTER_ACTION_DELAY_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerComputerAction, this, boost::ref(server)));
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boost::bind(&ServerGameStateHand::TimerComputerAction, this, boost::ref(server)));
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@@ -750,7 +750,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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else if (!server.GetSessionManager().IsPlayerConnected(curPlayer->getMyName()))
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else if (!server.GetSessionManager().IsPlayerConnected(curPlayer->getMyName()))
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{
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{
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PerformPlayerAction(server, curPlayer, PLAYER_ACTION_FOLD, 0);
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PerformPlayerAction(server, curPlayer, PLAYER_ACTION_FOLD, 0);
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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server.GetStateTimerId(),
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SERVER_LOOP_DELAY_MSEC,
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SERVER_LOOP_DELAY_MSEC,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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@@ -833,14 +833,14 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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else if (playersWithCash.size() == 1)
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else if (playersWithCash.size() == 1)
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{
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{
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// View a dialog for a new game - delayed.
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// View a dialog for a new game - delayed.
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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server.GetStateTimerId(),
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SERVER_DELAY_NEXT_GAME_SEC * 1000,
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SERVER_DELAY_NEXT_GAME_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerNextGame, this, boost::ref(server)));
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boost::bind(&ServerGameStateHand::TimerNextGame, this, boost::ref(server)));
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}
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}
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else
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else
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{
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{
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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server.GetStateTimerId(),
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SERVER_DELAY_NEXT_HAND_SEC * 1000,
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SERVER_DELAY_NEXT_HAND_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerNextHand, this, boost::ref(server)));
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boost::bind(&ServerGameStateHand::TimerNextHand, this, boost::ref(server)));
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@@ -855,7 +855,7 @@ ServerGameStateHand::TimerShowCards(ServerGame &server)
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Game &curGame = server.GetGame();
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Game &curGame = server.GetGame();
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SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getCurrentRound());
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SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getCurrentRound());
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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server.GetStateTimerId(),
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GetDealCardsDelaySec(server) * 1000,
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GetDealCardsDelaySec(server) * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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@@ -949,11 +949,11 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPa
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session.playerData->GetUniqueId(),
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session.playerData->GetUniqueId(),
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GetGui(),
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GetGui(),
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m_playerConfig));
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m_playerConfig));
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game->Init();
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MoveSessionToGame(*game, session);
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// Add game to list of games.
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// Add game to list of games.
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InternalAddGame(game);
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InternalAddGame(game);
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MoveSessionToGame(*game, session);
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}
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}
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void
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void
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@@ -1043,7 +1043,7 @@ ServerLobbyThread::TimerRemoveGame()
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++next;
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++next;
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boost::shared_ptr<ServerGame> tmpGame = i->second;
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boost::shared_ptr<ServerGame> tmpGame = i->second;
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if (!tmpGame->GetSessionManager().HasSessions())
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if (!tmpGame->GetSessionManager().HasSessions())
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InternalRemoveGame(tmpGame); // This will delete the entry from the map.
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InternalRemoveGame(tmpGame); // This will delete the game.
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i = next;
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i = next;
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}
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}
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}
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}
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@@ -1154,6 +1154,7 @@ ServerLobbyThread::InternalRemoveGame(boost::shared_ptr<ServerGame> game)
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// Remove all sessions left in the game.
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// Remove all sessions left in the game.
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game->ResetComputerPlayerList();
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game->ResetComputerPlayerList();
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game->RemoveAllSessions();
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game->RemoveAllSessions();
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game->Exit();
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// Notify all players.
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// Notify all players.
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boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(game->GetId(), GAME_MODE_CLOSED);
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boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(game->GetId(), GAME_MODE_CLOSED);
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m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);
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m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);
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@@ -43,6 +43,9 @@ public:
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ServerLobbyThread &lobbyThread, u_int32_t id, const std::string &name, const std::string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig);
|
ServerLobbyThread &lobbyThread, u_int32_t id, const std::string &name, const std::string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig);
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virtual ~ServerGame();
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virtual ~ServerGame();
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|
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void Init();
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|
void Exit();
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|
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u_int32_t GetId() const;
|
u_int32_t GetId() const;
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const std::string &GetName() const;
|
const std::string &GetName() const;
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||||||
|
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|
|||||||
Reference in New Issue
Block a user