Delay auto-start of games when they are full.
This commit is contained in:
@@ -50,7 +50,8 @@ ServerGame::ServerGame(boost::shared_ptr<ServerLobbyThread> lobbyThread, u_int32
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: m_adminPlayerId(adminPlayerId), m_lobbyThread(lobbyThread), m_gui(gui),
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m_gameData(gameData), m_curState(NULL), m_id(id), m_dbId(DB_ID_INVALID), m_name(name),
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m_password(pwd), m_playerConfig(playerConfig), m_gameNum(1), m_curPetitionId(1),
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m_voteKickTimer(lobbyThread->GetIOService()), m_stateTimer(lobbyThread->GetIOService())
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m_voteKickTimer(lobbyThread->GetIOService()), m_stateTimer1(lobbyThread->GetIOService()),
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m_stateTimer2(lobbyThread->GetIOService())
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{
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LOG_VERBOSE("Game object " << GetId() << " created.");
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@@ -758,6 +759,7 @@ ServerGame::RemovePlayerData(boost::shared_ptr<PlayerData> player, int reason)
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}
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GetSessionManager().SendToAllSessions(GetLobbyThread().GetSender(), thisPlayerLeft, SessionData::Game);
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GetState().NotifySessionRemoved(shared_from_this());
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GetLobbyThread().NotifyPlayerLeftGame(GetId(), player->GetUniqueId());
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}
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@@ -891,9 +893,15 @@ ServerGame::SetState(ServerGameState &newState)
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}
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boost::asio::deadline_timer &
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ServerGame::GetStateTimer()
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ServerGame::GetStateTimer1()
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{
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return m_stateTimer;
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return m_stateTimer1;
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}
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boost::asio::deadline_timer &
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ServerGame::GetStateTimer2()
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{
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return m_stateTimer2;
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}
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ReceiverHelper &
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@@ -62,6 +62,7 @@ using namespace std;
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#endif
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#define SERVER_START_GAME_TIMEOUT_SEC 10
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#define SERVER_AUTOSTART_GAME_DELAY_SEC 6
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#define SERVER_GAME_ADMIN_WARNING_REMAINING_SEC 60
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#define SERVER_GAME_ADMIN_TIMEOUT_SEC 300 // 5 min, MUST be > SERVER_GAME_ADMIN_WARNING_REMAINING_SEC
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#define SERVER_VOTE_KICK_TIMEOUT_SEC 30
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@@ -329,6 +330,7 @@ void
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ServerGameStateInit::Exit(boost::shared_ptr<ServerGame> server)
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{
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UnregisterAdminTimer(server);
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UnregisterAutoStartTimer(server);
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}
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void
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@@ -338,6 +340,12 @@ ServerGameStateInit::NotifyGameAdminChanged(boost::shared_ptr<ServerGame> server
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RegisterAdminTimer(server);
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}
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void
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ServerGameStateInit::NotifySessionRemoved(boost::shared_ptr<ServerGame> server)
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{
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UnregisterAutoStartTimer(server);
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}
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void
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ServerGameStateInit::HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session)
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{
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@@ -391,7 +399,7 @@ ServerGameStateInit::HandleNewSession(boost::shared_ptr<ServerGame> server, Sess
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if (server->GetCurNumberOfPlayers() == (size_t)tmpGameData.maxNumberOfPlayers)
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{
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// Automatically start the game if it is full.
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SendStartEvent(*server, false);
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RegisterAutoStartTimer(server);
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}
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}
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}
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@@ -400,9 +408,9 @@ ServerGameStateInit::HandleNewSession(boost::shared_ptr<ServerGame> server, Sess
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void
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ServerGameStateInit::RegisterAdminTimer(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::seconds(SERVER_GAME_ADMIN_TIMEOUT_SEC - SERVER_GAME_ADMIN_WARNING_REMAINING_SEC));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateInit::TimerAdminWarning, this, boost::asio::placeholders::error, server));
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}
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@@ -410,7 +418,32 @@ ServerGameStateInit::RegisterAdminTimer(boost::shared_ptr<ServerGame> server)
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void
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ServerGameStateInit::UnregisterAdminTimer(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer().cancel();
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server->GetStateTimer1().cancel();
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}
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void
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ServerGameStateInit::RegisterAutoStartTimer(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer2().expires_from_now(
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boost::posix_time::seconds(SERVER_AUTOSTART_GAME_DELAY_SEC));
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server->GetStateTimer2().async_wait(
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boost::bind(
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&ServerGameStateInit::TimerAutoStart, this, boost::asio::placeholders::error, server));
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}
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void
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ServerGameStateInit::UnregisterAutoStartTimer(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer2().cancel();
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}
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void
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ServerGameStateInit::TimerAutoStart(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server)
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{
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if (!ec && &server->GetState() == this)
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{
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SendStartEvent(*server, false);
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}
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}
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void
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@@ -431,9 +464,9 @@ ServerGameStateInit::TimerAdminWarning(const boost::system::error_code &ec, boos
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server->GetLobbyThread().GetSender().Send(session.sessionData, packet);
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}
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// Start timeout timer.
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::seconds(SERVER_GAME_ADMIN_WARNING_REMAINING_SEC));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateInit::TimerAdminTimeout, this, boost::asio::placeholders::error, server));
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}
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@@ -590,9 +623,9 @@ ServerGameStateStartGame::~ServerGameStateStartGame()
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void
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ServerGameStateStartGame::Enter(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::seconds(SERVER_START_GAME_TIMEOUT_SEC));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateStartGame::TimerTimeout, this, boost::asio::placeholders::error, server));
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}
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@@ -600,7 +633,7 @@ ServerGameStateStartGame::Enter(boost::shared_ptr<ServerGame> server)
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void
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ServerGameStateStartGame::Exit(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer().cancel();
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server->GetStateTimer1().cancel();
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}
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void
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@@ -704,9 +737,9 @@ ServerGameStateHand::~ServerGameStateHand()
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void
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ServerGameStateHand::Enter(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::milliseconds(SERVER_LOOP_DELAY_MSEC));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
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}
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@@ -714,7 +747,7 @@ ServerGameStateHand::Enter(boost::shared_ptr<ServerGame> server)
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void
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ServerGameStateHand::Exit(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer().cancel();
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server->GetStateTimer1().cancel();
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}
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void
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@@ -797,9 +830,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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server->SendToAllPlayers(allIn, SessionData::Game);
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curGame.getCurrentHand()->setCardsShown(true);
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::seconds(SERVER_SHOW_CARDS_DELAY_SEC));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerShowCards, this, boost::asio::placeholders::error, server));
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}
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@@ -807,9 +840,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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{
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SendNewRoundCards(*server, curGame, newRound);
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::seconds(GetDealCardsDelaySec(*server)));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
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}
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@@ -839,9 +872,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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// If the player is computer controlled, let the engine act.
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if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
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{
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::seconds(SERVER_COMPUTER_ACTION_DELAY_SEC));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
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}
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@@ -850,9 +883,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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{
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PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_FOLD, 0);
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::milliseconds(SERVER_LOOP_DELAY_MSEC));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
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}
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@@ -937,9 +970,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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server->InternalEndGame();
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// View a dialog for a new game - delayed.
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::seconds(SERVER_DELAY_NEXT_GAME_SEC));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerNextGame, this, boost::asio::placeholders::error, server, winnerPlayer->getMyUniqueID()));
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}
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@@ -959,9 +992,9 @@ ServerGameStateHand::TimerShowCards(const boost::system::error_code &ec, boost::
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Game &curGame = server->GetGame();
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SendNewRoundCards(*server, curGame, curGame.getCurrentHand()->getCurrentRound());
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::seconds(GetDealCardsDelaySec(*server)));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
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}
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@@ -1200,8 +1233,8 @@ ServerGameStateWaitPlayerAction::Enter(boost::shared_ptr<ServerGame> server)
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int timeoutSec = server->GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
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#endif
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server->GetStateTimer().expires_from_now(boost::posix_time::seconds(timeoutSec));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().expires_from_now(boost::posix_time::seconds(timeoutSec));
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateWaitPlayerAction::TimerTimeout, this, boost::asio::placeholders::error, server));
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}
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@@ -1209,7 +1242,7 @@ ServerGameStateWaitPlayerAction::Enter(boost::shared_ptr<ServerGame> server)
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void
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ServerGameStateWaitPlayerAction::Exit(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer().cancel();
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server->GetStateTimer1().cancel();
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}
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void
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@@ -1346,10 +1379,10 @@ ServerGameStateWaitNextHand::Enter(boost::shared_ptr<ServerGame> server)
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int timeoutSec = server->GetGameData().delayBetweenHandsSec;
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#endif
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server->GetStateTimer().expires_from_now(
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server->GetStateTimer1().expires_from_now(
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boost::posix_time::seconds(timeoutSec));
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server->GetStateTimer().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateWaitNextHand::TimerTimeout, this, boost::asio::placeholders::error, server));
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}
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@@ -1357,7 +1390,7 @@ ServerGameStateWaitNextHand::Enter(boost::shared_ptr<ServerGame> server)
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void
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ServerGameStateWaitNextHand::Exit(boost::shared_ptr<ServerGame> server)
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{
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server->GetStateTimer().cancel();
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server->GetStateTimer1().cancel();
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}
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void
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@@ -139,7 +139,8 @@ protected:
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ServerGameState &GetState();
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void SetState(ServerGameState &newState);
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boost::asio::deadline_timer &GetStateTimer();
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boost::asio::deadline_timer &GetStateTimer1();
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boost::asio::deadline_timer &GetStateTimer2();
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ReceiverHelper &GetReceiver();
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@@ -188,7 +189,8 @@ private:
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unsigned m_gameNum;
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unsigned m_curPetitionId;
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boost::asio::deadline_timer m_voteKickTimer;
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boost::asio::deadline_timer m_stateTimer;
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boost::asio::deadline_timer m_stateTimer1;
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boost::asio::deadline_timer m_stateTimer2;
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friend class ServerLobbyThread;
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friend class AbstractServerGameStateReceiving;
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@@ -45,6 +45,7 @@ public:
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virtual void Exit(boost::shared_ptr<ServerGame> server) = 0;
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> server) = 0;
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> server) = 0;
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// Handling of a new session.
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session) = 0;
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@@ -79,6 +80,7 @@ public:
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virtual ~ServerGameStateInit();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> server);
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> server);
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session);
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@@ -87,6 +89,9 @@ protected:
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void RegisterAdminTimer(boost::shared_ptr<ServerGame> server);
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void UnregisterAdminTimer(boost::shared_ptr<ServerGame> server);
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void RegisterAutoStartTimer(boost::shared_ptr<ServerGame> server);
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void UnregisterAutoStartTimer(boost::shared_ptr<ServerGame> server);
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void TimerAutoStart(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerAdminWarning(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerAdminTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void SendStartEvent(ServerGame &server, bool fillWithComputerPlayers);
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@@ -110,6 +115,7 @@ public:
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virtual ~ServerGameStateStartGame();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session);
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protected:
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@@ -134,6 +140,7 @@ public:
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virtual ~ServerGameStateHand();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session);
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protected:
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@@ -167,6 +174,7 @@ public:
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virtual ~ServerGameStateWaitPlayerAction();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session);
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protected:
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@@ -190,6 +198,7 @@ public:
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virtual ~ServerGameStateWaitNextHand();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session);
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protected:
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@@ -212,6 +221,7 @@ public:
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virtual void Exit(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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// Handling of a new session.
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/) {}
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