Renamed some files for new networking engine.
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include <net/serverrecvthread.h>
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#include <net/serverexception.h>
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#include <net/senderthread.h>
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#include <net/sendercallback.h>
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#include <net/receiverhelper.h>
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#include <net/socket_msg.h>
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#include <core/rand.h>
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#include <boost/lambda/lambda.hpp>
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#define SERVER_CLOSE_SESSION_DELAY_SEC 10
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#define SERVER_MAX_NUM_SESSIONS 64 // Maximum number of idle users in lobby.
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#define SERVER_COMPUTER_PLAYER_NAME "Computer"
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using namespace std;
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class ServerSenderCallback : public SenderCallback
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{
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public:
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ServerSenderCallback(ServerLobbyThread &server) : m_server(server) {}
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virtual ~ServerSenderCallback() {}
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virtual void SignalNetError(SOCKET sock, int errorID, int osErrorID)
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{
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// We just ignore send errors for now, on server side.
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// A serious send error should trigger a read error or a read
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// returning 0 afterwards, and we will handle this error.
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}
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private:
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ServerLobbyThread &m_server;
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};
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ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig)
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: m_gui(gui), m_playerConfig(playerConfig)
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{
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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m_receiver.reset(new ReceiverHelper);
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}
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ServerLobbyThread::~ServerLobbyThread()
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{
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CleanupConnectQueue();
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}
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void
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ServerLobbyThread::Init(const string &pwd)
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{
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m_password = pwd;
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}
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void
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ServerLobbyThread::AddConnection(boost::shared_ptr<ConnectData> data)
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{
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boost::mutex::scoped_lock lock(m_connectQueueMutex);
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m_connectQueue.push_back(data);
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}
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u_int32_t
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ServerLobbyThread::GetNextUniquePlayerId()
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{
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return m_curUniquePlayerId++;
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}
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void
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ServerLobbyThread::Main()
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{
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GetSender().Run();
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try
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{
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while (!ShouldTerminate())
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{
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{
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// Handle one incoming connection at a time.
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boost::shared_ptr<ConnectData> tmpData;
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{
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boost::mutex::scoped_lock lock(m_connectQueueMutex);
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if (!m_connectQueue.empty())
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{
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tmpData = m_connectQueue.front();
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m_connectQueue.pop_front();
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}
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}
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if (tmpData.get())
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HandleNewConnection(tmpData);
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}
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// Process loop.
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ProcessLoop();
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// Close sessions.
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CloseSessionLoop();
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}
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} catch (const NetException &e)
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{
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GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
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}
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GetSender().SignalTermination();
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GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
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CleanupConnectQueue();
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m_sessionManager.Clear();
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}
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void
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ServerLobbyThread::ProcessLoop()
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{
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// Wait for data.
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SessionWrapper session = m_sessionManager.Select(RECV_TIMEOUT_MSEC);
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if (session.sessionData.get())
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{
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boost::shared_ptr<NetPacket> packet;
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try
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{
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// Receive the next packet.
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packet = GetReceiver().Recv(session.sessionData->GetSocket());
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} catch (const NetException &)
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{
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// On error: Close this session.
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CloseSessionDelayed(session);
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return;
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}
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if (packet.get())
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{
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if (packet->ToNetPacketInit())
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{
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// Session should be in initial state.
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if (session.sessionData->GetState() != SessionData::Init)
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SessionError(session, ERR_SOCK_INVALID_STATE);
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else
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HandleNetPacketInit(session, *packet->ToNetPacketInit());
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}
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// Session should be established.
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else if (session.sessionData->GetState() != SessionData::Established)
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SessionError(session, ERR_SOCK_INVALID_STATE);
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else
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{
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if (packet->ToNetPacketCreateGame())
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HandleNetPacketCreateGame(session, *packet->ToNetPacketCreateGame());
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else if (packet->ToNetPacketJoinGame())
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HandleNetPacketJoinGame(session, *packet->ToNetPacketJoinGame());
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}
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}
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}
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}
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void
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ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const NetPacketInit &tmpPacket)
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{
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NetPacketInit::Data initData;
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tmpPacket.GetData(initData);
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// Check the protocol version.
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if (initData.versionMajor != NET_VERSION_MAJOR)
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{
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SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
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return;
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}
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// Check the server password.
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if (!CheckPassword(initData.password))
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{
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SessionError(session, ERR_NET_INVALID_PASSWORD);
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return;
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}
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// Check whether the player name is correct.
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// Partly, this is also done in netpacket.
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// However, some disallowed names are checked only here.
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if (initData.playerName.empty() || initData.playerName.size() > MAX_NAME_SIZE
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|| initData.playerName.substr(0, sizeof(SERVER_COMPUTER_PLAYER_NAME) - 1) == SERVER_COMPUTER_PLAYER_NAME)
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{
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SessionError(session, ERR_NET_INVALID_PLAYER_NAME);
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return;
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}
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// Check whether this player is already connected.
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if (IsPlayerConnected(initData.playerName))
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{
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SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
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return;
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}
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// Create player data object.
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boost::shared_ptr<PlayerData> tmpPlayerData(
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new PlayerData(GetNextUniquePlayerId(), 0, PLAYER_TYPE_HUMAN, PLAYER_RIGHTS_NORMAL));
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tmpPlayerData->SetName(initData.playerName);
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tmpPlayerData->SetNetSessionData(session.sessionData);
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// Send ACK to client.
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boost::shared_ptr<NetPacket> initAck(new NetPacketInitAck);
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NetPacketInitAck::Data initAckData;
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initAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
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initAckData.playerId = tmpPlayerData->GetUniqueId();
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static_cast<NetPacketInitAck *>(initAck.get())->SetData(initAckData);
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GetSender().Send(session.sessionData->GetSocket(), initAck);
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// Send the game list to the client.
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/*GameThreadList::iterator game_i = m_gameList.begin();
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GameThreadList::iterator game_end = m_gameList.end();
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while (game_i != game_end)
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{
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GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketGameListUpdate(*(*game_i)));
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++game_i;
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}*/
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// Set player data for session.
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m_sessionManager.SetSessionPlayerData(session.sessionData->GetSocket(), tmpPlayerData);
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// Session is now established.
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session.sessionData->SetState(SessionData::Established);
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}
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void
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ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPacketCreateGame &tmpPacket)
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{
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}
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void
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ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const NetPacketJoinGame &tmpPacket)
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{
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}
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void
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ServerLobbyThread::CloseSessionLoop()
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{
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CloseSessionList::iterator i = m_closeSessionList.begin();
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CloseSessionList::iterator end = m_closeSessionList.end();
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while (i != end)
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{
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CloseSessionList::iterator cur = i++;
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if (cur->first.elapsed().total_seconds() >= SERVER_CLOSE_SESSION_DELAY_SEC)
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m_closeSessionList.erase(cur);
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}
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}
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void
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ServerLobbyThread::HandleNewConnection(boost::shared_ptr<ConnectData> connData)
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{
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if (m_sessionManager.GetRawSessionCount() <= SERVER_MAX_NUM_SESSIONS)
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{
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// Create a random session id.
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// This id can be used to reconnect to the server if the connection was lost.
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unsigned sessionId;
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RandomBytes((unsigned char *)&sessionId, sizeof(sessionId)); // TODO: check for collisions.
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// Create a new session.
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boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), sessionId));
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m_sessionManager.AddSession(sessionData);
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}
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else
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{
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// Server is full.
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// Create a generic session with Id 0.
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boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), 0));
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// Gracefully close this session.
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SessionError(SessionWrapper(sessionData, boost::shared_ptr<PlayerData>()), ERR_NET_SERVER_FULL);
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}
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}
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void
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ServerLobbyThread::CleanupConnectQueue()
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{
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boost::mutex::scoped_lock lock(m_connectQueueMutex);
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// Sockets will be closed automatically.
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m_connectQueue.clear();
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}
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void
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ServerLobbyThread::SessionError(SessionWrapper session, int errorCode)
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{
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if (session.sessionData.get())
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{
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SendError(session.sessionData->GetSocket(), errorCode);
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CloseSessionDelayed(session);
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}
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}
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void
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ServerLobbyThread::CloseSessionDelayed(SessionWrapper session)
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{
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m_sessionManager.RemoveSession(session.sessionData->GetSocket());
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boost::shared_ptr<PlayerData> tmpPlayerData = session.playerData;
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if (tmpPlayerData.get() && !tmpPlayerData->GetName().empty())
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{
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// Send "Player Left" to clients.
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boost::shared_ptr<NetPacket> thisPlayerLeft(new NetPacketPlayerLeft);
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NetPacketPlayerLeft::Data thisPlayerLeftData;
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thisPlayerLeftData.playerId = tmpPlayerData->GetUniqueId();
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static_cast<NetPacketPlayerLeft *>(thisPlayerLeft.get())->SetData(thisPlayerLeftData);
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m_sessionManager.SendToAllSessions(GetSender(), thisPlayerLeft);
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GetCallback().SignalNetServerPlayerLeft(tmpPlayerData->GetName());
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}
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boost::microsec_timer closeTimer;
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closeTimer.start();
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CloseSessionList::value_type closeSessionData(closeTimer, session.sessionData);
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m_closeSessionList.push_back(closeSessionData);
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}
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void
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ServerLobbyThread::SendError(SOCKET s, int errorCode)
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{
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boost::shared_ptr<NetPacket> packet(new NetPacketError);
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NetPacketError::Data errorData;
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errorData.errorCode = errorCode;
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static_cast<NetPacketError *>(packet.get())->SetData(errorData);
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GetSender().Send(s, packet);
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}
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bool
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ServerLobbyThread::IsPlayerConnected(const string &playerName) const
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{
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bool retVal = false;
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SessionWrapper tmpSession = m_sessionManager.GetSessionByPlayerName(playerName);
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if (tmpSession.sessionData.get() && tmpSession.playerData.get())
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retVal = true;
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return retVal;
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}
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ServerCallback &
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ServerLobbyThread::GetCallback()
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{
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return m_gui;
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}
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SenderThread &
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ServerLobbyThread::GetSender()
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{
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assert(m_sender.get());
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return *m_sender;
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}
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ReceiverHelper &
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ServerLobbyThread::GetReceiver()
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{
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assert(m_receiver.get());
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return *m_receiver;
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}
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bool
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ServerLobbyThread::CheckPassword(const string &password) const
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{
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return (password == m_password);
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}
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ServerSenderCallback &
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ServerLobbyThread::GetSenderCallback()
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{
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assert(m_senderCallback.get());
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return *m_senderCallback;
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}
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GuiInterface &
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ServerLobbyThread::GetGui()
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{
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return m_gui;
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}
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