limit enter-leave game done.
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@@ -457,6 +457,8 @@ ServerGame::InternalEndGame()
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{
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StoreAndResetRanking();
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m_game.reset();
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// @XXX: reset NumJoinsPerPlayerMap (if a game restarts, the number of joins will be set to 0 for each player)
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ResetNumJoinsPerPlayer();
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}
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void
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@@ -1164,3 +1166,34 @@ ServerGame::GetNextGameNum()
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return m_gameNum++;
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}
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void
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ServerGame::AddPlayerToNumJoinsPerPlayer(const std::string &playerName)
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{
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if(m_numjoinsp.find(playerName) != m_numjoinsp.end()){
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m_numjoinsp[playerName] = m_numjoinsp[playerName] + 1;
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}else{
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m_numjoinsp[playerName] = 1;
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}
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}
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int
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ServerGame::GetNumJoinsPerPlayer(const std::string &playerName)
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{
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int num = 0;
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if(m_numjoinsp.find(playerName) != m_numjoinsp.end()){
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num = m_numjoinsp[playerName];
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}
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return num;
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}
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void
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ServerGame::ResetNumJoinsPerPlayer()
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{
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NumJoinsPerPlayerMap::const_iterator numj_i = m_numjoinsp.begin();
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NumJoinsPerPlayerMap::const_iterator numj_end = m_numjoinsp.end();
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while (numj_i != numj_end) {
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m_numjoinsp[numj_i->first] = 0;
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++numj_i;
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}
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}
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@@ -537,10 +537,24 @@ ServerGameStateInit::HandleNewPlayer(boost::shared_ptr<ServerGame> server, boost
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{
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if (session && session->GetPlayerData()) {
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const GameData &tmpGameData = server->GetGameData();
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// @XXX: debug
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//LOG_ERROR("New Player: " << session->GetPlayerData()->GetName() << ".");
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//server->AddPlayerToNumJoinsPerPlayer(session->GetPlayerData()->GetName());
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//LOG_ERROR("Num joins of " << session->GetPlayerData()->GetName() << " = " << server->GetNumJoinsPerPlayer(session->GetPlayerData()->GetName()) << ".");
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// @XXX: check if player joined the game more than 9 times - decline if > 9
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if (server->GetNumJoinsPerPlayer(session->GetPlayerData()->GetName()) > 9) {
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_GAME_FULL);
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return;
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}
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// Check the number of players.
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if (server->GetCurNumberOfPlayers() >= tmpGameData.maxNumberOfPlayers) {
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_GAME_FULL);
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} else {
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// @XXX: add player to NumJoinsPerPlayerMap
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server->AddPlayerToNumJoinsPerPlayer(session->GetPlayerData()->GetName());
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AcceptNewSession(server, session, false);
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