Implementing ticket #2 - optionally remove players from games after it was finished. This breaks protocol compatibility with 0.8. Config file option is NetAutoLeaveGameAfterFinish.
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@@ -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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