Implementing ticket #2 - optionally remove players from games after it was finished. This breaks protocol compatibility with 0.8. Config file option is NetAutoLeaveGameAfterFinish.
This commit is contained in:
@@ -231,13 +231,14 @@ ClientThread::SendPrivateChatMessage(unsigned targetPlayerId, const std::string
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}
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void
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ClientThread::SendJoinFirstGame(const std::string &password)
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ClientThread::SendJoinFirstGame(const std::string &password, bool autoLeave)
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{
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// Warning: This function is called in the context of the GUI thread.
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// Create a network packet to request joining a game.
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_joinGameRequestMessage;
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JoinGameRequestMessage_t *netJoinGame = &packet->GetMsg()->choice.joinGameRequestMessage;
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netJoinGame->autoLeave = autoLeave;
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if (!password.empty())
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{
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netJoinGame->password = OCTET_STRING_new_fromBuf(
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@@ -253,13 +254,14 @@ ClientThread::SendJoinFirstGame(const std::string &password)
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}
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void
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ClientThread::SendJoinGame(unsigned gameId, const std::string &password)
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ClientThread::SendJoinGame(unsigned gameId, const std::string &password, bool autoLeave)
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{
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// Warning: This function is called in the context of the GUI thread.
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// Create a network packet to request joining a game.
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_joinGameRequestMessage;
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JoinGameRequestMessage_t *netJoinGame = &packet->GetMsg()->choice.joinGameRequestMessage;
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netJoinGame->autoLeave = autoLeave;
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if (!password.empty())
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{
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netJoinGame->password = OCTET_STRING_new_fromBuf(
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@@ -275,13 +277,14 @@ ClientThread::SendJoinGame(unsigned gameId, const std::string &password)
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}
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void
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ClientThread::SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password)
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ClientThread::SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password, bool autoLeave)
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{
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// Warning: This function is called in the context of the GUI thread.
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// Create a network packet to request creating a new game.
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_joinGameRequestMessage;
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JoinGameRequestMessage_t *netJoinGame = &packet->GetMsg()->choice.joinGameRequestMessage;
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netJoinGame->autoLeave = autoLeave;
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if (!password.empty())
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{
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netJoinGame->password = OCTET_STRING_new_fromBuf(
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@@ -369,7 +369,7 @@ ServerGame::SetPlayerPlace(unsigned playerId, int place)
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}
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void
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ServerGame::InternalEndGame()
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ServerGame::StoreAndResetRanking()
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{
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// Store players in database.
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if (GetDBId() != DB_ID_INVALID)
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@@ -386,10 +386,33 @@ ServerGame::InternalEndGame()
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}
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}
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GetDatabase().EndGame(GetDBId());
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m_game.reset();
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m_rankingMap.clear();
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}
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void
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ServerGame::RemoveAutoLeavePlayers()
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{
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boost::mutex::scoped_lock lock(m_autoLeavePlayerListMutex);
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PlayerIdList::const_iterator i = m_autoLeavePlayerList.begin();
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PlayerIdList::const_iterator end = m_autoLeavePlayerList.end();
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while (i != end)
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{
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SessionWrapper tmpSession = GetSessionManager().GetSessionByUniquePlayerId(*i);
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// Only remove if the player was found.
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if (tmpSession.sessionData.get())
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MoveSessionToLobby(tmpSession, NTF_NET_REMOVED_ON_REQUEST);
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++i;
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}
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m_autoLeavePlayerList.clear();
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}
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void
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ServerGame::InternalEndGame()
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{
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StoreAndResetRanking();
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m_game.reset();
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}
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void
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ServerGame::InternalKickPlayer(unsigned playerId)
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{
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@@ -646,21 +669,10 @@ ServerGame::IsPlayerInvited(unsigned playerId) const
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}
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void
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ServerGame::AddReportedAvatar(unsigned playerId)
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ServerGame::SetPlayerAutoLeaveOnFinish(unsigned playerId)
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{
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boost::mutex::scoped_lock lock(m_reportedAvatarListMutex);
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m_reportedAvatarList.push_back(playerId);
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}
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bool
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ServerGame::IsAvatarReported(unsigned playerId) const
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{
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bool retVal = false;
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boost::mutex::scoped_lock lock(m_reportedAvatarListMutex);
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PlayerIdList::const_iterator pos = find(m_reportedAvatarList.begin(), m_reportedAvatarList.end(), playerId);
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if (pos != m_reportedAvatarList.end())
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retVal = true;
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return retVal;
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boost::mutex::scoped_lock lock(m_autoLeavePlayerListMutex);
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m_autoLeavePlayerList.push_back(playerId);
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}
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void
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@@ -884,6 +896,22 @@ ServerGame::IsValidPlayer(unsigned playerId) const
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return retVal;
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}
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void
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ServerGame::AddReportedAvatar(unsigned playerId)
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{
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m_reportedAvatarList.push_back(playerId);
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}
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bool
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ServerGame::IsAvatarReported(unsigned playerId) const
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{
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bool retVal = false;
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PlayerIdList::const_iterator pos = find(m_reportedAvatarList.begin(), m_reportedAvatarList.end(), playerId);
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if (pos != m_reportedAvatarList.end())
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retVal = true;
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return retVal;
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}
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SessionManager &
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ServerGame::GetSessionManager()
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{
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@@ -1128,6 +1128,7 @@ ServerGameStateHand::TimerNextGame(const boost::system::error_code &ec, boost::s
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server->SendToAllPlayers(endGame, SessionData::Game);
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// Wait for the start of a new game.
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server->RemoveAutoLeavePlayers();
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server->ResetComputerPlayerList();
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server->GetLobbyThread().NotifyReopeningGame(server->GetId());
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server->SetState(ServerGameStateInit::Instance());
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@@ -362,7 +362,7 @@ ServerLobbyThread::ReAddSession(SessionWrapper session, int reason)
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}
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void
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ServerLobbyThread::MoveSessionToGame(ServerGame &game, SessionWrapper session)
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ServerLobbyThread::MoveSessionToGame(ServerGame &game, SessionWrapper session, bool autoLeave)
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{
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// Remove session from the lobby.
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m_sessionManager.RemoveSession(session.sessionData->GetId());
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@@ -374,6 +374,9 @@ ServerLobbyThread::MoveSessionToGame(ServerGame &game, SessionWrapper session)
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session.sessionData->SetGameId(game.GetId());
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// Add session to the game.
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game.AddSession(session);
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// Optionally enable auto leave after game finish.
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if (autoLeave)
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game.SetPlayerAutoLeaveOnFinish(session.playerData->GetUniqueId());
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}
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void
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@@ -1030,9 +1033,9 @@ ServerLobbyThread::HandlePacket(SessionWrapper session, boost::shared_ptr<NetPac
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if (joinRequest->password)
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password = string((char *)joinRequest->password->buf, joinRequest->password->size);
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if (joinRequest->joinGameAction.present == joinGameAction_PR_joinNewGame)
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HandleNetPacketCreateGame(session, password, joinRequest->joinGameAction.choice.joinNewGame);
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HandleNetPacketCreateGame(session, password, joinRequest->autoLeave, joinRequest->joinGameAction.choice.joinNewGame);
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else if (joinRequest->joinGameAction.present == joinGameAction_PR_joinExistingGame)
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HandleNetPacketJoinGame(session, password, joinRequest->joinGameAction.choice.joinExistingGame);
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HandleNetPacketJoinGame(session, password, joinRequest->autoLeave, joinRequest->joinGameAction.choice.joinExistingGame);
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}
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else if (packet->GetMsg()->present == PokerTHMessage_PR_chatRequestMessage)
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HandleNetPacketChatRequest(session, packet->GetMsg()->choice.chatRequestMessage);
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@@ -1382,7 +1385,7 @@ ServerLobbyThread::HandleNetPacketRetrieveAvatar(SessionWrapper session, const A
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}
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void
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ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const std::string &password, const JoinNewGame_t &newGame)
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ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const std::string &password, bool autoLeave, const JoinNewGame_t &newGame)
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{
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LOG_VERBOSE("Creating new game, initiated by session #" << session.sessionData->GetId() << ".");
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@@ -1427,12 +1430,12 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const std::
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// Add game to list of games.
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InternalAddGame(game);
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MoveSessionToGame(*game, session);
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MoveSessionToGame(*game, session, autoLeave);
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}
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}
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void
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ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const std::string &password, const JoinExistingGame_t &joinGame)
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ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const std::string &password, bool autoLeave, const JoinExistingGame_t &joinGame)
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{
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// Join an existing game.
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GameMap::iterator pos = m_gameMap.find(joinGame.gameId);
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@@ -1464,7 +1467,7 @@ ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const std::st
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}
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else
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{
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MoveSessionToGame(game, session);
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MoveSessionToGame(game, session, autoLeave);
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}
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}
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else
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