Player list is now sent in Game List New notification. Not shown in dialog yet.
This commit is contained in:
@@ -85,6 +85,8 @@ Server Notification: Game List New
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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| Game Mode | Game Name Length |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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| Current Number of Players | Game Flags |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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| Game ID |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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| Max Number of Players | Small Blind |
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@@ -100,6 +102,12 @@ Server Notification: Game List New
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| +-------------------------------+
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/ | padding |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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| Player ID Slot #1 |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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| \
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\ Additional Player Slots /
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/ |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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Game List notifications will be automatically sent if the player
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is in the lobby. If a game is joined/started, no more messages
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will be sent. As soon as the player leaves a game without
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@@ -109,6 +117,8 @@ Game Mode:
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1: Game Created
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2: Game Started
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3: Game Closed (only for Game List Update)
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Game Flags:
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0x01 set: Game is password protected
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Server Notification: Game List Update
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+2
-1
@@ -21,7 +21,7 @@
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#ifndef _GAMEDATA_H_
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#define _GAMEDATA_H_
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#include <string>
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#include <playerdata.h>
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enum GameMode
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{
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@@ -49,6 +49,7 @@ struct GameInfo
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std::string name;
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GameData data;
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GameMode mode;
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PlayerIdList players;
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bool isPasswordProtected;
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};
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@@ -61,6 +61,8 @@ using namespace std;
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#define NET_TYPE_ERROR 0x0400
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#define NET_GAME_FLAG_PASSWORD_PROTECTED 0x01
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#define NET_PLAYER_FLAG_HUMAN 0x01
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#define NET_PLAYER_FLAG_ADMIN 0x02
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@@ -112,6 +114,8 @@ struct GCC_PACKED NetPacketGameListNewData
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u_int32_t gameId;
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u_int16_t gameMode;
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u_int16_t gameNameLength;
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u_int16_t curNumberOfPlayers;
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u_int16_t gameFlags;
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u_int16_t maxNumberOfPlayers;
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u_int16_t smallBlind;
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u_int16_t handsBeforeRaise;
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@@ -1011,6 +1015,7 @@ void
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NetPacketGameListNew::SetData(const NetPacketGameListNew::Data &inData)
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{
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u_int16_t gameNameLen = (u_int16_t)inData.gameInfo.name.length();
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u_int16_t curNumPlayers = (u_int16_t)inData.gameInfo.players.size();
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// Some basic checks, so we don't use up too much memory.
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// The constructed packet will also be checked.
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@@ -1019,7 +1024,10 @@ NetPacketGameListNew::SetData(const NetPacketGameListNew::Data &inData)
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// Resize the packet so that the data fits in.
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Resize((u_int16_t)
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(sizeof(NetPacketGameListNewData) + ADD_PADDING(gameNameLen)));
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(sizeof(NetPacketGameListNewData)
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+ ADD_PADDING(gameNameLen)
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+ curNumPlayers * sizeof(unsigned)
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));
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NetPacketGameListNewData *tmpData = (NetPacketGameListNewData *)GetRawData();
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@@ -1027,6 +1035,8 @@ NetPacketGameListNew::SetData(const NetPacketGameListNew::Data &inData)
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tmpData->gameId = htonl(inData.gameId);
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tmpData->gameMode = htons(inData.gameInfo.mode);
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tmpData->gameNameLength = htons(gameNameLen);
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tmpData->curNumberOfPlayers = htons(curNumPlayers);
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tmpData->gameFlags = htons(inData.gameInfo.isPasswordProtected ? NET_GAME_FLAG_PASSWORD_PROTECTED : 0);
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tmpData->maxNumberOfPlayers = htons(inData.gameInfo.data.maxNumberOfPlayers);
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tmpData->smallBlind = htons(inData.gameInfo.data.smallBlind);
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tmpData->handsBeforeRaise = htons(inData.gameInfo.data.handsBeforeRaise);
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@@ -1037,6 +1047,19 @@ NetPacketGameListNew::SetData(const NetPacketGameListNew::Data &inData)
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char *gameNamePtr = (char *)tmpData + sizeof(NetPacketGameListNewData);
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memcpy(gameNamePtr, inData.gameInfo.name.c_str(), gameNameLen);
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PlayerIdList::const_iterator i = inData.gameInfo.players.begin();
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PlayerIdList::const_iterator end = inData.gameInfo.players.end();
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// Copy the player list to continous memory
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unsigned *tmpPlayer =
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(unsigned *)((char *)tmpData + sizeof(NetPacketGameListNewData) + ADD_PADDING(gameNameLen));
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while (i != end)
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{
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*tmpPlayer = htonl(*i);
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++tmpPlayer;
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++i;
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}
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// Check the packet - just in case.
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Check(GetRawData());
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}
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@@ -1050,6 +1073,8 @@ NetPacketGameListNew::GetData(NetPacketGameListNew::Data &outData) const
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outData.gameId = ntohl(tmpData->gameId);
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outData.gameInfo.mode = static_cast<GameMode>(ntohs(tmpData->gameMode));
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u_int16_t gameNameLen = ntohs(tmpData->gameNameLength);
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u_int16_t curNumPlayers = ntohs(tmpData->curNumberOfPlayers);
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outData.gameInfo.isPasswordProtected = ntohs(tmpData->gameFlags) == NET_GAME_FLAG_PASSWORD_PROTECTED;
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outData.gameInfo.data.maxNumberOfPlayers = ntohs(tmpData->maxNumberOfPlayers);
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outData.gameInfo.data.smallBlind = ntohs(tmpData->smallBlind);
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outData.gameInfo.data.handsBeforeRaise = ntohs(tmpData->handsBeforeRaise);
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@@ -1059,6 +1084,16 @@ NetPacketGameListNew::GetData(NetPacketGameListNew::Data &outData) const
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char *gameNamePtr = (char *)tmpData + sizeof(NetPacketGameListNewData);
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outData.gameInfo.name = string(gameNamePtr, gameNameLen);
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unsigned *tmpPlayer =
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(unsigned *)((char *)tmpData + sizeof(NetPacketGameListNewData) + ADD_PADDING(gameNameLen));
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// Store all available players.
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for (int i = 0; i < curNumPlayers; i++)
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{
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outData.gameInfo.players.push_back(*tmpPlayer);
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++tmpPlayer;
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}
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}
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const NetPacketGameListNew *
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@@ -1073,10 +1108,12 @@ NetPacketGameListNew::InternalCheck(const NetPacketHeader* data) const
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u_int16_t dataLen = ntohs(data->length);
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NetPacketGameListNewData *tmpData = (NetPacketGameListNewData *)data;
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int gameNameLength = ntohs(tmpData->gameNameLength);
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int curNumPlayers = ntohs(tmpData->curNumberOfPlayers);
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// Exact checking of dynamic packet size.
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if (dataLen !=
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sizeof(NetPacketGameListNewData)
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+ ADD_PADDING(gameNameLength))
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+ ADD_PADDING(gameNameLength)
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+ curNumPlayers * sizeof(unsigned))
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{
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throw NetException(ERR_SOCK_INVALID_PACKET, 0);
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}
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@@ -556,6 +556,7 @@ ServerLobbyThread::CreateNetPacketGameListNew(const ServerGameThread &game)
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packetData.gameInfo.mode = GAME_MODE_CREATED;
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packetData.gameInfo.name = game.GetName();
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packetData.gameInfo.data = game.GetGameData();
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packetData.gameInfo.players = game.GetSessionManager().GetPlayerIdList();
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static_cast<NetPacketGameListNew *>(packet.get())->SetData(packetData);
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return packet;
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}
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@@ -219,6 +219,27 @@ SessionManager::GetPlayerDataList() const
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return playerList;
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}
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PlayerIdList
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SessionManager::GetPlayerIdList() const
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{
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PlayerIdList playerList;
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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SessionMap::const_iterator session_i = m_sessionMap.begin();
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SessionMap::const_iterator session_end = m_sessionMap.end();
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while (session_i != session_end)
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{
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// Get all players in the game.
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if (session_i->second.sessionData->GetState() == SessionData::Game)
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{
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playerList.push_back(session_i->second.playerData->GetUniqueId());
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}
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++session_i;
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}
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return playerList;
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}
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bool
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SessionManager::IsPlayerConnected(const string &playerName) const
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{
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@@ -58,6 +58,7 @@ public:
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SessionWrapper GetSessionByUniquePlayerId(unsigned uniqueId) const;
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PlayerDataList GetPlayerDataList() const;
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PlayerIdList GetPlayerIdList() const;
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bool IsPlayerConnected(const std::string &playerName) const;
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bool IsPlayerConnected(unsigned uniqueId) const;
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@@ -93,6 +93,7 @@ private:
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boost::shared_ptr<SessionData> m_netSessionData;
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};
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typedef std::list<unsigned> PlayerIdList;
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typedef std::list<boost::shared_ptr<PlayerData> > PlayerDataList;
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typedef std::map<unsigned, boost::shared_ptr<PlayerData> > PlayerDataMap;
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