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:
@@ -62,7 +62,7 @@ public:
|
||||
|
||||
void AddConnection(boost::shared_ptr<boost::asio::ip::tcp::socket> sock);
|
||||
void ReAddSession(SessionWrapper session, int reason);
|
||||
void MoveSessionToGame(ServerGame &game, SessionWrapper session);
|
||||
void MoveSessionToGame(ServerGame &game, SessionWrapper session, bool autoLeave);
|
||||
void RemoveSessionFromGame(SessionWrapper session);
|
||||
void SessionError(SessionWrapper session, int errorCode);
|
||||
void ResubscribeLobbyMsg(SessionWrapper session);
|
||||
@@ -140,8 +140,8 @@ protected:
|
||||
void HandleNetPacketAvatarEnd(SessionWrapper session, unsigned requestId, const AvatarEnd_t &avatarEnd);
|
||||
void HandleNetPacketRetrievePlayerInfo(SessionWrapper session, const PlayerInfoRequestMessage_t &playerInfoRequest);
|
||||
void HandleNetPacketRetrieveAvatar(SessionWrapper session, const AvatarRequestMessage_t &retrieveAvatar);
|
||||
void HandleNetPacketCreateGame(SessionWrapper session, const std::string &password, const JoinNewGame_t &newGame);
|
||||
void HandleNetPacketJoinGame(SessionWrapper session, const std::string &password, const JoinExistingGame_t &joinGame);
|
||||
void HandleNetPacketCreateGame(SessionWrapper session, const std::string &password, bool autoLeave, const JoinNewGame_t &newGame);
|
||||
void HandleNetPacketJoinGame(SessionWrapper session, const std::string &password, bool autoLeave, const JoinExistingGame_t &joinGame);
|
||||
void HandleNetPacketChatRequest(SessionWrapper session, const ChatRequestMessage_t &chatRequest);
|
||||
void HandleNetPacketRejectGameInvitation(SessionWrapper session, const RejectGameInvitationMessage_t &reject);
|
||||
// TODO would be better to use state pattern here.
|
||||
|
||||
Reference in New Issue
Block a user