Network timeout system also works from within a game now.
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@@ -68,6 +68,7 @@ public:
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void HandleGameRetrieveAvatar(SessionWrapper session, const NetPacketRetrieveAvatar &tmpPacket);
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bool KickPlayerByName(const std::string &playerName);
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void RemovePlayer(unsigned playerId, unsigned errorCode);
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void AddComputerPlayer(boost::shared_ptr<PlayerData> player);
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void RemoveComputerPlayer(boost::shared_ptr<PlayerData> player);
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@@ -114,20 +115,21 @@ protected:
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void NewConnectionLoop();
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void NewSessionLoop();
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void RemoveGameLoop();
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void KickPlayerLoop();
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void RemovePlayerLoop();
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void CheckSessionTimeoutsLoop();
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void UpdateAvatarClientTimerLoop();
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void CleanupAvatarCache();
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void InternalAddGame(boost::shared_ptr<ServerGameThread> game);
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void InternalRemoveGame(boost::shared_ptr<ServerGameThread> game);
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void InternalKickPlayer(unsigned playerId);
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void InternalRemovePlayer(unsigned playerId, unsigned errorCode);
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void TerminateGames();
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void HandleNewConnection(boost::shared_ptr<ConnectData> connData);
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void HandleReAddedSession(SessionWrapper session);
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bool CheckSessionTimeouts(SessionWrapper session);
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void InternalCheckSessionTimeouts(SessionWrapper session);
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void CleanupConnectQueue();
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void CleanupSessionMap();
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@@ -171,8 +173,8 @@ private:
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RemoveGameList m_removeGameList;
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mutable boost::mutex m_removeGameListMutex;
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PlayerIdList m_kickPlayerList;
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mutable boost::mutex m_kickPlayerListMutex;
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RemovePlayerList m_removePlayerList;
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mutable boost::mutex m_removePlayerListMutex;
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PlayerDataMap m_computerPlayers;
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mutable boost::mutex m_computerPlayersMutex;
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@@ -202,6 +204,7 @@ private:
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boost::timers::portable::microsec_timer m_cacheCleanupTimer;
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boost::timers::portable::microsec_timer m_saveStatisticsTimer;
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boost::timers::portable::microsec_timer m_checkSessionTimeoutsTimer;
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const boost::posix_time::ptime m_startTime;
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};
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