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Set room status to "In Game" once gameplay starts
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@@ -60,6 +60,8 @@ NetworkConnectionPtr LobbyServer::findGameRoom(const std::string & gameRoomID) c
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void LobbyServer::sendMessage(const NetworkConnectionPtr & target, const JsonNode & json)
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{
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logGlobal->info("Sending message of type %s", json["type"].String());
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assert(JsonUtils::validate(json, "vcmi:lobbyProtocol/" + json["type"].String(), json["type"].String() + " pack"));
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target->sendPacket(json.toBytes());
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}
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@@ -342,6 +344,9 @@ void LobbyServer::onPacketReceived(const NetworkConnectionPtr & connection, cons
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if(messageType == "changeRoomDescription")
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return receiveChangeRoomDescription(connection, json);
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if(messageType == "gameStarted")
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return receiveGameStarted(connection, json);
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if(messageType == "leaveGameRoom")
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return receiveLeaveGameRoom(connection, json);
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@@ -597,6 +602,14 @@ void LobbyServer::receiveChangeRoomDescription(const NetworkConnectionPtr & conn
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broadcastActiveGameRooms();
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}
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void LobbyServer::receiveGameStarted(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string gameRoomID = activeGameRooms[connection];
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database->setGameRoomStatus(gameRoomID, LobbyRoomState::BUSY);
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broadcastActiveGameRooms();
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}
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void LobbyServer::receiveLeaveGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string accountID = json["accountID"].String();
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