Fixed some small server issues. Players in the process of establishing a session are now kicked on game start.
If someone tries to join a game which is already running, a proper error message is shown. When sending a message to all or all but one players, the players which do not have the session established are now correctly ignored.
This commit is contained in:
@@ -120,6 +120,15 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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return retVal;
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}
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size_t curNumPlayers = server.GetCurNumberOfPlayers();
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// Check the number of players.
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if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
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{
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server.SessionError(session, ERR_NET_SERVER_FULL);
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return retVal;
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}
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// Check the server password.
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if (!server.CheckPassword(joinGameData.password))
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{
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@@ -127,12 +136,11 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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return retVal;
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}
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size_t curNumPlayers = server.GetCurNumberOfPlayers();
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// Check the number of players.
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if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
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// Check whether the player name is correct.
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// Paranoia check, this is also done in netpacket.
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if (joinGameData.playerName.empty() || joinGameData.playerName.size() > MAX_NAME_SIZE)
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{
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server.SessionError(session, ERR_NET_SERVER_FULL);
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server.SessionError(session, ERR_NET_INVALID_PLAYER_NAME);
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return retVal;
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}
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@@ -177,7 +185,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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++player_i;
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}
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// Send "Player Joined" to other clients.
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// Send "Player Joined" to other fully connected clients.
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boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
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NetPacketPlayerJoined::Data thisPlayerJoinedData;
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thisPlayerJoinedData.playerId = tmpPlayerData->GetUniqueId();
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@@ -185,7 +193,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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thisPlayerJoinedData.playerNumber = tmpPlayerData->GetNumber();
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thisPlayerJoinedData.ptype = tmpPlayerData->GetType();
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static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
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server.SendToAllButOnePlayers(thisPlayerJoined, session.sessionData->GetSocket());
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server.SendToAllPlayers(thisPlayerJoined);
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// Set player data for session.
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server.SetSessionPlayerData(session.sessionData, tmpPlayerData);
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@@ -217,7 +225,8 @@ ServerRecvStateStartGame::~ServerRecvStateStartGame()
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void
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ServerRecvStateStartGame::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
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{
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// TODO: send error msg
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// Do not accept new connections in this state.
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server.RejectNewConnection(connData);
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}
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int
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@@ -255,7 +264,8 @@ ServerRecvStateStartHand::~ServerRecvStateStartHand()
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void
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ServerRecvStateStartHand::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
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{
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// TODO: send error msg
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// Do not accept new connections in this state.
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server.RejectNewConnection(connData);
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}
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int
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@@ -271,24 +281,20 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
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// Send cards to all players.
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for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
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{
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if (playerArray[i]->getNetSessionData().get()) // TODO: this is an assert.
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{
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int cards[2];
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playerArray[i]->getMyCards(cards);
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boost::shared_ptr<NetPacket> notifyCards(new NetPacketHandStart);
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NetPacketHandStart::Data handStartData;
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handStartData.yourCards[0] = static_cast<unsigned>(cards[0]);
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handStartData.yourCards[1] = static_cast<unsigned>(cards[1]);
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static_cast<NetPacketHandStart *>(notifyCards.get())->SetData(handStartData);
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assert(playerArray[i]->getNetSessionData().get()); // TODO throw exception
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server.GetSender().Send(playerArray[i]->getNetSessionData()->GetSocket(), notifyCards);
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}
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int cards[2];
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playerArray[i]->getMyCards(cards);
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boost::shared_ptr<NetPacket> notifyCards(new NetPacketHandStart);
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NetPacketHandStart::Data handStartData;
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handStartData.yourCards[0] = static_cast<unsigned>(cards[0]);
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handStartData.yourCards[1] = static_cast<unsigned>(cards[1]);
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static_cast<NetPacketHandStart *>(notifyCards.get())->SetData(handStartData);
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server.GetSender().Send(playerArray[i]->getNetSessionData()->GetSocket(), notifyCards);
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}
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// Start hand.
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curGame.startHand();
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// Auto small blind / big blind at the beginning of preflop.
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// Auto small blind / big blind at the beginning of hand.
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for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
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{
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if(playerArray[i]->getMyButton() == BUTTON_SMALL_BLIND)
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@@ -320,6 +326,9 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
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}
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}
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// Start hand.
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curGame.startHand();
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server.SetState(ServerRecvStateStartRound::Instance());
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return MSG_NET_GAME_SERVER_HAND;
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@@ -345,7 +354,8 @@ ServerRecvStateStartRound::~ServerRecvStateStartRound()
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void
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ServerRecvStateStartRound::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
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{
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// TODO: send error msg
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// Do not accept new connections in this state.
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server.RejectNewConnection(connData);
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}
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int
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@@ -403,7 +413,7 @@ ServerRecvStateStartRound::GameRun(Game &curGame, int state)
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curGame.getCurrentHand()->getRiver()->riverRun();
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} break;
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default: {
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// TODO
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//
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}
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}
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}
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@@ -427,7 +437,7 @@ ServerRecvStateStartRound::GetCurrentPlayer(Game &curGame)
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curPlayerNum = curGame.getCurrentHand()->getRiver()->getPlayersTurn();
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} break;
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default: {
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// TODO
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//
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}
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}
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assert(curPlayerNum < curGame.getActualQuantityPlayers());
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@@ -455,7 +465,8 @@ ServerRecvStateFinal::~ServerRecvStateFinal()
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void
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ServerRecvStateFinal::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
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{
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// TODO: send error msg
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// Do not accept new connections in this state.
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server.RejectNewConnection(connData);
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}
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int
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@@ -246,10 +246,16 @@ ServerRecvThread::CleanupSessionMap()
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void
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ServerRecvThread::InternalStartGame()
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{
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SetState(SERVER_START_GAME_STATE::Instance());
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// Kick all players which are not fully connected.
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RemoveNotEstablishedSessions();
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// Initialize the game.
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GuiInterface &gui = GetGui();
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PlayerDataList playerData = GetPlayerDataList();
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// EngineFactory erstellen
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// Create EngineFactory
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boost::shared_ptr<EngineFactory> factory(new LocalEngineFactory(m_playerConfig)); // LocalEngine erstellen
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// Set dealer pos.
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@@ -274,12 +280,11 @@ ServerRecvThread::InternalStartGame()
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}
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++player_i;
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}
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assert(randDealerFound);
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assert(randDealerFound); // TODO: Throw exception.
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SetStartData(startData);
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m_game.reset(new Game(&gui, factory, playerData, GetGameData(), GetStartData(), m_curGameId++));
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SetState(SERVER_START_GAME_STATE::Instance());
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}
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SessionWrapper
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@@ -320,6 +325,15 @@ ServerRecvThread::SessionError(SessionWrapper session, int errorCode)
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CloseSessionDelayed(session);
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}
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void
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ServerRecvThread::RejectNewConnection(boost::shared_ptr<ConnectData> connData)
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{
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// Create a generic session with Id 0.
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boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), 0));
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// Gracefully close this session.
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SessionError(SessionWrapper(sessionData, boost::shared_ptr<PlayerData>()), ERR_NET_GAME_ALREADY_RUNNING);
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}
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void
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ServerRecvThread::CloseSessionDelayed(SessionWrapper session)
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{
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@@ -348,6 +362,39 @@ ServerRecvThread::CloseSessionDelayed(SessionWrapper session)
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m_closeSessionList.push_back(closeSessionData);
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}
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void
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ServerRecvThread::RemoveNotEstablishedSessions()
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{
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SessionList removeList;
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SocketSessionMap::iterator session_i = m_sessionMap.begin();
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SocketSessionMap::iterator session_end = m_sessionMap.end();
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while (session_i != session_end)
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{
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// Remove all players which are not fully connected.
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assert(session_i->second.sessionData.get());
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if (session_i->second.sessionData->GetState() != SessionData::Established)
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{
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// Do not mess with the map within this loop.
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// Just store what needs to be removed.
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removeList.push_back(session_i->second);
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}
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++session_i;
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}
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SessionList::iterator remove_i = removeList.begin();
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SessionList::iterator remove_end = removeList.end();
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while (remove_i != remove_end)
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{
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// Inform the players that we are starting without them.
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// Gracefully remove them from the server.
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SessionError(*remove_i, ERR_NET_GAME_ALREADY_RUNNING);
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++remove_i;
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}
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}
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size_t
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ServerRecvThread::GetCurNumberOfPlayers() const
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{
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@@ -364,6 +411,7 @@ ServerRecvThread::IsPlayerConnected(const std::string &playerName) const
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PlayerDataList::const_iterator player_i = playerList.begin();
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PlayerDataList::const_iterator player_end = playerList.end();
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// Check by name - the name is unique.
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while (player_i != player_end)
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{
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if ((*player_i)->GetName() == playerName)
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@@ -380,19 +428,19 @@ ServerRecvThread::IsPlayerConnected(const std::string &playerName) const
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void
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ServerRecvThread::SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData)
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{
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if (playerData.get() && !playerData->GetName().empty())
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assert(playerData.get());
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assert(!playerData->GetName().empty());
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assert(sessionData.get());
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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SocketSessionMap::iterator pos = m_sessionMap.find(sessionData->GetSocket());
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if (pos != m_sessionMap.end())
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{
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assert(sessionData.get());
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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pos->second.playerData = playerData;
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SocketSessionMap::iterator pos = m_sessionMap.find(sessionData->GetSocket());
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if (pos != m_sessionMap.end())
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{
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pos->second.playerData = playerData;
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// Signal joining player to GUI.
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GetCallback().SignalNetServerPlayerJoined(playerData->GetName());
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}
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// Signal joining player to GUI.
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GetCallback().SignalNetServerPlayerJoined(playerData->GetName());
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}
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}
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@@ -407,9 +455,14 @@ ServerRecvThread::GetPlayerDataList() const
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while (session_i != session_end)
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{
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boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
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if (tmpPlayer.get() && !tmpPlayer->GetName().empty())
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// Get all players which are fully connected.
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if (session_i->second.sessionData->GetState() == SessionData::Established)
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{
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boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
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assert(tmpPlayer.get());
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assert(!tmpPlayer->GetName().empty());
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playerList.push_back(tmpPlayer);
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}
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++session_i;
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}
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// Sort the list by player number.
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@@ -460,8 +513,11 @@ ServerRecvThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
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while (i != end)
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{
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// Send each client a copy of the packet.
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GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
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assert(i->second.sessionData.get());
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// Send each fully connected client a copy of the packet.
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if (i->second.sessionData->GetState() == SessionData::Established)
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GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
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++i;
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}
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}
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@@ -477,9 +533,10 @@ ServerRecvThread::SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SO
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while (i != end)
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{
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// Send each client but one a copy of the packet.
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if (i->first != except)
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GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
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// Send each fully connected client but one a copy of the packet.
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if (i->second.sessionData->GetState() == SessionData::Established)
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if (i->first != except)
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GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
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++i;
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}
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}
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