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:
lotodore
2011-02-06 13:17:07 +00:00
parent 851528f290
commit e823b7b788
73 changed files with 318 additions and 242 deletions
+10 -7
View File
@@ -362,7 +362,7 @@ ServerLobbyThread::ReAddSession(SessionWrapper session, int reason)
}
void
ServerLobbyThread::MoveSessionToGame(ServerGame &game, SessionWrapper session)
ServerLobbyThread::MoveSessionToGame(ServerGame &game, SessionWrapper session, bool autoLeave)
{
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetId());
@@ -374,6 +374,9 @@ ServerLobbyThread::MoveSessionToGame(ServerGame &game, SessionWrapper session)
session.sessionData->SetGameId(game.GetId());
// Add session to the game.
game.AddSession(session);
// Optionally enable auto leave after game finish.
if (autoLeave)
game.SetPlayerAutoLeaveOnFinish(session.playerData->GetUniqueId());
}
void
@@ -1030,9 +1033,9 @@ ServerLobbyThread::HandlePacket(SessionWrapper session, boost::shared_ptr<NetPac
if (joinRequest->password)
password = string((char *)joinRequest->password->buf, joinRequest->password->size);
if (joinRequest->joinGameAction.present == joinGameAction_PR_joinNewGame)
HandleNetPacketCreateGame(session, password, joinRequest->joinGameAction.choice.joinNewGame);
HandleNetPacketCreateGame(session, password, joinRequest->autoLeave, joinRequest->joinGameAction.choice.joinNewGame);
else if (joinRequest->joinGameAction.present == joinGameAction_PR_joinExistingGame)
HandleNetPacketJoinGame(session, password, joinRequest->joinGameAction.choice.joinExistingGame);
HandleNetPacketJoinGame(session, password, joinRequest->autoLeave, joinRequest->joinGameAction.choice.joinExistingGame);
}
else if (packet->GetMsg()->present == PokerTHMessage_PR_chatRequestMessage)
HandleNetPacketChatRequest(session, packet->GetMsg()->choice.chatRequestMessage);
@@ -1382,7 +1385,7 @@ ServerLobbyThread::HandleNetPacketRetrieveAvatar(SessionWrapper session, const A
}
void
ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const std::string &password, const JoinNewGame_t &newGame)
ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const std::string &password, bool autoLeave, const JoinNewGame_t &newGame)
{
LOG_VERBOSE("Creating new game, initiated by session #" << session.sessionData->GetId() << ".");
@@ -1427,12 +1430,12 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const std::
// Add game to list of games.
InternalAddGame(game);
MoveSessionToGame(*game, session);
MoveSessionToGame(*game, session, autoLeave);
}
}
void
ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const std::string &password, const JoinExistingGame_t &joinGame)
ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const std::string &password, bool autoLeave, const JoinExistingGame_t &joinGame)
{
// Join an existing game.
GameMap::iterator pos = m_gameMap.find(joinGame.gameId);
@@ -1464,7 +1467,7 @@ ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const std::st
}
else
{
MoveSessionToGame(game, session);
MoveSessionToGame(game, session, autoLeave);
}
}
else