Work on spectator mode - joining as spectator now possible (on server side).
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@@ -178,13 +178,13 @@ ServerGame::GetCurRound() const
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}
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void
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ServerGame::SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state)
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ServerGame::SendToAllPlayers(boost::shared_ptr<NetPacket> packet, int state)
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{
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GetSessionManager().SendToAllSessions(GetLobbyThread().GetSender(), packet, state);
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}
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void
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ServerGame::SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SessionId except, SessionData::State state)
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ServerGame::SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SessionId except, int state)
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{
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GetSessionManager().SendToAllButOneSessions(GetLobbyThread().GetSender(), packet, except, state);
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}
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@@ -625,6 +625,12 @@ ServerGame::GetPlayerIdList() const
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return idList;
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}
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PlayerIdList
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ServerGame::GetSpectatorIdList() const
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{
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return GetSessionManager().GetPlayerIdList(SessionData::Spectating);
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}
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bool
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ServerGame::IsPlayerConnected(const std::string &name) const
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{
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@@ -747,6 +753,22 @@ ServerGame::GetAndResetReactivatePlayers()
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return tmpList;
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}
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void
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ServerGame::AddNewSpectator(unsigned playerId)
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{
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boost::mutex::scoped_lock lock(m_newSpectatorListMutex);
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m_newSpectatorList.push_back(playerId);
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}
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PlayerIdList
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ServerGame::GetAndResetNewSpectators()
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{
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boost::mutex::scoped_lock lock(m_newSpectatorListMutex);
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PlayerIdList tmpList(m_newSpectatorList);
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m_newSpectatorList.clear();
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return tmpList;
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}
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void
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ServerGame::SetNameReported()
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{
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