Network game, dedicated server without auth backend and dedicated server with auth backend should work now. Guest login still broken.
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@@ -83,6 +83,7 @@ public:
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void HandleRead(const boost::system::error_code& ec, size_t bytesRead);
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void SelectServer(unsigned serverId);
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void SetLogin(const std::string &userName, const std::string &password, bool isGuest);
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ServerInfo GetServerInfo(unsigned serverId) const;
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GameInfo GetGameInfo(unsigned gameId) const;
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@@ -103,6 +104,13 @@ protected:
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typedef std::map<unsigned, PlayerInfo> PlayerInfoMap;
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typedef std::map<unsigned, boost::shared_ptr<AvatarFile> > AvatarFileMap;
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typedef std::map<unsigned, ServerInfo> ServerInfoMap;
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struct LoginData
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{
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LoginData() : isGuest(false) {}
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std::string userName;
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std::string password;
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bool isGuest;
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};
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// Main function of the thread.
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virtual void Main();
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@@ -174,6 +182,8 @@ protected:
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bool GetSelectedServer(unsigned &serverId) const;
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void UseServer(unsigned serverId);
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bool GetLoginData(LoginData &loginData) const;
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unsigned GetGameIdByName(const std::string &name) const;
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void AddGameInfo(unsigned gameId, const GameInfo &info);
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void UpdateGameInfoMode(unsigned gameId, GameMode mode);
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@@ -224,6 +234,9 @@ private:
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unsigned m_selectedServerId;
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mutable boost::mutex m_selectServerMutex;
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LoginData m_loginData;
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mutable boost::mutex m_loginDataMutex;
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GameInfoMap m_gameInfoMap;
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mutable boost::mutex m_gameInfoMapMutex;
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