Automatically close games if only spectators are left.
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@@ -1827,7 +1827,7 @@ ServerLobbyThread::TimerRemoveGame(const boost::system::error_code &ec)
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GameMap::iterator next = i;
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++next;
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boost::shared_ptr<ServerGame> tmpGame = i->second;
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if (!tmpGame->GetSessionManager().HasSessions())
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if (!tmpGame->GetSessionManager().HasSessionWithState(SessionData::Game))
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InternalRemoveGame(tmpGame); // This will delete the game.
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i = next;
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}
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@@ -46,13 +46,6 @@ SessionManager::~SessionManager()
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Clear();
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}
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bool
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SessionManager::HasSessions() const
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{
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boost::recursive_mutex::scoped_lock lock(m_sessionMapMutex);
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return !m_sessionMap.empty();
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}
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void
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SessionManager::AddSession(boost::shared_ptr<SessionData> session)
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{
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@@ -295,14 +288,14 @@ SessionManager::Clear()
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}
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unsigned
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SessionManager::GetRawSessionCount()
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SessionManager::GetRawSessionCount() const
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{
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boost::recursive_mutex::scoped_lock lock(m_sessionMapMutex);
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return (unsigned)m_sessionMap.size();
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}
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unsigned
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SessionManager::GetSessionCountWithState(int state)
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SessionManager::GetSessionCountWithState(int state) const
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{
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unsigned counter = 0;
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boost::recursive_mutex::scoped_lock lock(m_sessionMapMutex);
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@@ -318,6 +311,25 @@ SessionManager::GetSessionCountWithState(int state)
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return counter;
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}
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bool
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SessionManager::HasSessionWithState(int state) const
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{
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bool retVal = false;
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boost::recursive_mutex::scoped_lock lock(m_sessionMapMutex);
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SessionMap::const_iterator i = m_sessionMap.begin();
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SessionMap::const_iterator end = m_sessionMap.end();
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while (i != end) {
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if ((i->second->GetState() & state) != 0) {
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retVal = true;
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break;
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}
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++i;
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}
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return retVal;
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}
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void
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SessionManager::SendToAllSessions(SenderHelper &sender, boost::shared_ptr<NetPacket> packet, int state)
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{
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