Trying to make rejoin work, still broken due to change of unique id during game.
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@@ -1536,7 +1536,7 @@ ClientStateWaitStart::InternalHandlePacket(boost::shared_ptr<ClientThread> clien
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if (!tmpPlayer.get())
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throw ClientException(__FILE__, __LINE__, ERR_NET_UNKNOWN_PLAYER_ID, 0);
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tmpPlayer->SetNumber(i);
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// TODO set money
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tmpPlayer->SetStartCash(playerData->playerMoney);
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}
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} else
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throw ClientException(__FILE__, __LINE__, ERR_NET_INVALID_PLAYER_COUNT, 0);
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@@ -595,8 +595,10 @@ ClientThread::InitGame()
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boost::shared_ptr<EngineFactory> factory(new ClientEngineFactory); // LocalEngine erstellen
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MapPlayerDataList();
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if (GetPlayerDataList().size() != (unsigned)GetStartData().numberOfPlayers)
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throw ClientException(__FILE__, __LINE__, ERR_NET_INVALID_PLAYER_COUNT, 0);
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// TODO
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//if (GetPlayerDataList().size() != (unsigned)GetStartData().numberOfPlayers)
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// throw ClientException(__FILE__, __LINE__, ERR_NET_INVALID_PLAYER_COUNT, 0);
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m_startData.numberOfPlayers = GetPlayerDataList().size();
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m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameNum++, m_clientLog.get()));
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// Initialize Minimum GUI speed.
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int minimumGuiSpeed = 1;
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@@ -1144,29 +1144,36 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
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while (i != end) {
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boost::shared_ptr<SessionData> session(server->GetSessionManager().GetSessionByUniquePlayerId(*i));
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if (session) {
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_gameStartMessage;
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GameStartMessage_t *netGameStart = &packet->GetMsg()->choice.gameStartMessage;
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netGameStart->gameId = server->GetId();
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netGameStart->startDealerPlayerId = curGame.getDealerPosition();
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netGameStart->gameStartMode.present = gameStartMode_PR_gameStartModeRejoin;
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GameStartModeRejoin_t *netStartModeRejoin = &netGameStart->gameStartMode.choice.gameStartModeRejoin;
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// Set new player id.
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boost::shared_ptr<PlayerInterface> rejoinPlayer = curGame.getPlayerByName(session->GetPlayerData()->GetName());
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if (rejoinPlayer)
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{
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rejoinPlayer->setMyUniqueID(session->GetPlayerData()->GetUniqueId());
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rejoinPlayer->setIsConnected(true);
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_gameStartMessage;
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GameStartMessage_t *netGameStart = &packet->GetMsg()->choice.gameStartMessage;
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netGameStart->gameId = server->GetId();
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netGameStart->startDealerPlayerId = curGame.getDealerPosition();
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netGameStart->gameStartMode.present = gameStartMode_PR_gameStartModeRejoin;
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GameStartModeRejoin_t *netStartModeRejoin = &netGameStart->gameStartMode.choice.gameStartModeRejoin;
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// Send player data to client.
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PlayerListIterator player_i = curGame.getSeatsList()->begin();
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PlayerListIterator player_end = curGame.getSeatsList()->end();
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while (player_i != player_end) {
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boost::shared_ptr<PlayerInterface> tmpPlayer = *player_i;
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if (tmpPlayer->getMyActiveStatus()) {
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RejoinPlayerData_t *playerSlot = (RejoinPlayerData_t *)calloc(1, sizeof(RejoinPlayerData_t));
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playerSlot->playerId = tmpPlayer->getMyUniqueID();
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playerSlot->playerMoney = tmpPlayer->getMyCash();
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ASN_SEQUENCE_ADD(&netStartModeRejoin->rejoinPlayerData.list, playerSlot);
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// Send player data to client.
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PlayerListIterator player_i = curGame.getSeatsList()->begin();
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PlayerListIterator player_end = curGame.getSeatsList()->end();
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while (player_i != player_end) {
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boost::shared_ptr<PlayerInterface> tmpPlayer = *player_i;
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if (tmpPlayer->getMyActiveStatus()) {
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RejoinPlayerData_t *playerSlot = (RejoinPlayerData_t *)calloc(1, sizeof(RejoinPlayerData_t));
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playerSlot->playerId = tmpPlayer->getMyUniqueID();
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playerSlot->playerMoney = tmpPlayer->getMyCash();
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ASN_SEQUENCE_ADD(&netStartModeRejoin->rejoinPlayerData.list, playerSlot);
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}
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++player_i;
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}
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++player_i;
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}
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server->GetLobbyThread().GetSender().Send(session, packet);
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server->GetLobbyThread().GetSender().Send(session, packet);
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}
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}
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++i;
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}
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