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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
First working prototype
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parent
dd45d1a9cf
commit
21a1706627
@ -61,7 +61,10 @@ void SocketLobby::requestReadySession(const QString & session)
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void SocketLobby::send(const QString & msg)
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{
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socket->write(qPrintable(msg));
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int sz = msg.size();
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QByteArray pack((const char *)&sz, sizeof(sz));
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pack.append(qPrintable(msg));
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socket->write(pack);
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}
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void SocketLobby::connected()
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@ -4,12 +4,39 @@ from pickletools import bytes8
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import socket
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import re
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import uuid
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import struct
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from threading import Thread
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# server's IP address
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SERVER_HOST = "0.0.0.0"
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SERVER_PORT = 5002 # port we want to use
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def send_msg(sock, msg, doPack):
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# For 1 byte (bool) send just that
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# Prefix each message with a 4-byte length (network byte order)
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if doPack and len(msg) > 1:
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msg = struct.pack('<I', len(msg)) + msg
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sock.sendall(msg)
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def recv_msg(sock):
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# Read message length and unpack it into an integer
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raw_msglen = recvall(sock, 4)
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if not raw_msglen:
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return None
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msglen = struct.unpack('<I', raw_msglen)[0]
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# Read the message data
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return recvall(sock, msglen)
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def recvall(sock, n):
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# Helper function to recv n bytes or return None if EOF is hit
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data = bytearray()
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while len(data) < n:
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packet = sock.recv(n - len(data))
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if not packet:
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return None
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data.extend(packet)
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return data
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# initialize list/set of all connected client's sockets
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client_sockets = dict()
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@ -23,6 +50,8 @@ class GameConnection:
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messageQueueOut = []
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def __init__(self) -> None:
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self.server = None
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self.client = None
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pass
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class Session:
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@ -188,62 +217,81 @@ def startSession(session: Session):
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def dispatch(client: socket, sender: dict, arr: bytes):
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if len(arr) == 0:
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if arr == None or len(arr) == 0:
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return
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msg = str(arr)
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print(msg)
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if msg[-1] == '\n' or (msg[-1] == '\'' and msg[-2] == '\n'):
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sender["prevmessage"] += msg
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return
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else:
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msg = f"{sender['prevmessage']}{msg}"
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sender["prevmessage"] = ""
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#if len(sender["prevmessages"]):
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# arr = sender["prevmessages"] + arr
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# sender["prevmessages"] = bytes()
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#check for game mode connection
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_gameModeIdentifier = msg.partition('Aiya!')
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if _gameModeIdentifier[0] != '' and _gameModeIdentifier[1] == 'Aiya!':
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sender["aiya"] = True
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msg = str(arr)
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if msg.find("Aiya!") != -1:
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sender["pipe"] = True
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if sender["aiya"]:
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_uuid = msg.partition('$')[2]
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if sender["pipe"]:
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if sender["game"]:
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sender["prevmessages"].append(arr)
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else:
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sender["prevmessages"].append(struct.pack('<I', len(arr)) + arr)
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match = re.search(r"\((\w+)\)", msg)
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_appType = ''
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if match != None:
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_appType = match.group(1)
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if not _uuid == '' and not _appType == '':
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sender["apptype"] = _appType
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_uuid = arr.decode()
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if not _uuid == '' and not sender["apptype"] == '':
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#search for uuid
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for session in sessions.values():
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if session.started:
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if _uuid.find(session.host_uuid) != -1 and _appType == "server":
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if _uuid.find(session.host_uuid) != -1 and sender["apptype"] == "server":
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gc = session.addConnection(client, True)
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for qmsg in gc.messageQueueIn:
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send(gc.server, qmsg)
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#send_msg(gc.server, gc.messageQueueIn)
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#gc.messageQueueIn = bytes()
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sender["session"] = session
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sender["game"] = True
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if not gc.clientInit:
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gc.messageQueueOut.append(arr)
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#read boolean flag for the endian
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sender["prevmessages"].append(client.recv(1))
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#if not gc.clientInit:
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# gc.messageQueueOut += arr
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return
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if _appType == "client":
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if sender["apptype"] == "client":
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for p in session.players:
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if _uuid.find(client_sockets[p]["uuid"]) != -1:
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#client connection
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gc = session.addConnection(client, False)
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for qmsg in gc.messageQueueOut:
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send(gc.client, qmsg)
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#send_msg(gc.client, gc.messageQueueOut)
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#gc.messageQueueOut = bytes()
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sender["session"] = session
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sender["game"] = True
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if not gc.serverInit:
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gc.messageQueueIn.append(arr)
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return
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#read boolean flag for the endian
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sender["prevmessages"].append(client.recv(1))
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#if not gc.serverInit:
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# gc.messageQueueIn += arr
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# return
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break
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#game mode
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if sender["game"] and sender["session"].validPipe(client):
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sender["session"].getPipe(client).send(arr)
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if sender["pipe"] and sender["game"] and sender["session"].validPipe(client):
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#send messages from queue
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opposite = sender["session"].getPipe(client)
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for x in client_sockets[opposite]["prevmessages"]:
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client.sendall(x)
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client_sockets[opposite]["prevmessages"].clear()
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try:
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for x in sender["prevmessages"]:
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opposite.sendall(x)
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except Exception as e:
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print(f"[!] Error: {e}")
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sender["prevmessages"].clear()
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return
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if sender["pipe"]:
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return
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#lobby mode
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msg = arr.decode()
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@ -377,7 +425,11 @@ def listen_for_client(cs):
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while True:
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try:
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# keep listening for a message from `cs` socket
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msg = cs.recv(2048)
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if client_sockets[cs]["game"]:
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msg = cs.recv(4096)
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else:
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msg = recv_msg(cs)
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#msg = cs.recv(2048)
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except Exception as e:
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# client no longer connected
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print(f"[!] Error: {e}")
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@ -392,7 +444,7 @@ while True:
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client_socket, client_address = s.accept()
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print(f"[+] {client_address} connected.")
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# add the new connected client to connected sockets
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client_sockets[client_socket] = {"address": client_address, "auth": False, "username": "", "joined": False, "aiya": False, "prevmessage": "", "game": False}
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client_sockets[client_socket] = {"address": client_address, "auth": False, "username": "", "joined": False, "game": False, "pipe": False, "apptype": "", "prevmessages": []}
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# start a new thread that listens for each client's messages
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t = Thread(target=listen_for_client, args=(client_socket,))
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# make the thread daemon so it ends whenever the main thread ends
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@ -170,7 +170,8 @@ void CVCMIServer::run()
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#endif
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startAsyncAccept();
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establishRemoteConnections();
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if(!remoteConnectionsThread)
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remoteConnectionsThread = vstd::make_unique<boost::thread>(&CVCMIServer::establishRemoteConnections, this);
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#if defined(VCMI_ANDROID)
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CAndroidVMHelper vmHelper;
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@ -216,9 +217,6 @@ void CVCMIServer::establishRemoteConnections()
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void CVCMIServer::connectToRemote(const std::string & addr, int port)
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{
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std::shared_ptr<CConnection> c;
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int attempts = 10;
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while(!c && attempts--)
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{
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try
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{
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logNetwork->info("Establishing connection...");
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@ -226,13 +224,14 @@ void CVCMIServer::connectToRemote(const std::string & addr, int port)
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}
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catch(...)
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{
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logNetwork->error("\nCannot establish connection! Retrying within 1 second");
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boost::this_thread::sleep(boost::posix_time::seconds(1));
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}
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logNetwork->error("\nCannot establish remote connection!");
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}
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if(c)
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{
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connections.insert(c);
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c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
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}
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}
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void CVCMIServer::threadAnnounceLobby()
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std::list<std::unique_ptr<CPackForLobby>> announceQueue;
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boost::recursive_mutex mx;
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std::shared_ptr<CApplier<CBaseForServerApply>> applier;
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std::unique_ptr<boost::thread> announceLobbyThread;
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std::unique_ptr<boost::thread> announceLobbyThread, remoteConnectionsThread;
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public:
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std::shared_ptr<CGameHandler> gh;
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