mirror of
https://github.com/vcmi/vcmi.git
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Full rework of pre-game interface and networking
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
This commit is contained in:
250
server/NetPacksLobbyServer.cpp
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250
server/NetPacksLobbyServer.cpp
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/*
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* NetPacksLobbyServer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CVCMIServer.h"
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#include "CGameHandler.h"
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#include "../lib/NetPacksLobby.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/StartInfo.h"
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// Campaigns
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#include "../lib/mapping/CCampaignHandler.h"
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#include "../lib/mapping/CMapService.h"
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#include "../lib/mapping/CMapInfo.h"
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bool CLobbyPackToServer::checkClientPermissions(CVCMIServer * srv) const
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{
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return srv->isClientHost(c->connectionID);
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}
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void CLobbyPackToServer::applyOnServerAfterAnnounce(CVCMIServer * srv)
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{
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// Propogate options after every CLobbyPackToServer
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srv->updateAndPropagateLobbyState();
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}
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bool LobbyClientConnected::checkClientPermissions(CVCMIServer * srv) const
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{
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return true;
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}
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bool LobbyClientConnected::applyOnServer(CVCMIServer * srv)
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{
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srv->clientConnected(c, names, uuid, mode);
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// Server need to pass some data to newly connected client
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clientId = c->connectionID;
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mode = srv->si->mode;
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hostClientId = srv->hostClientId;
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return true;
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}
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void LobbyClientConnected::applyOnServerAfterAnnounce(CVCMIServer * srv)
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{
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// FIXME: we need to avoid senting something to client that not yet get answer for LobbyClientConnected
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// Until UUID set we only pass LobbyClientConnected to this client
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c->uuid = uuid;
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srv->updateAndPropagateLobbyState();
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}
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bool LobbyClientDisconnected::checkClientPermissions(CVCMIServer * srv) const
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{
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if(clientId != c->connectionID)
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return false;
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if(shutdownServer)
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{
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if(!srv->cmdLineOptions.count("run-by-client"))
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return false;
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if(c->uuid != srv->cmdLineOptions["uuid"].as<std::string>())
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return false;
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}
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return true;
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}
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bool LobbyClientDisconnected::applyOnServer(CVCMIServer * srv)
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{
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srv->clientDisconnected(c);
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return true;
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}
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void LobbyClientDisconnected::applyOnServerAfterAnnounce(CVCMIServer * srv)
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{
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if(c->isOpen())
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{
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boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
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c->close();
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c->connected = false;
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}
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if(shutdownServer)
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{
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logNetwork->info("Client requested shutdown, server will close itself...");
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srv->state = EServerState::SHUTDOWN;
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return;
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}
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else if(srv->connections.empty())
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{
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logNetwork->error("Last connection lost, server will close itself...");
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srv->state = EServerState::SHUTDOWN;
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}
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else if(c == srv->hostClient)
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{
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auto ph = new LobbyChangeHost();
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auto newHost = *RandomGeneratorUtil::nextItem(srv->connections, CRandomGenerator::getDefault());
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ph->newHostConnectionId = newHost->connectionID;
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srv->addToAnnounceQueue(ph);
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}
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srv->updateAndPropagateLobbyState();
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}
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bool LobbyChatMessage::checkClientPermissions(CVCMIServer * srv) const
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{
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return true;
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}
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bool LobbySetMap::applyOnServer(CVCMIServer * srv)
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{
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srv->updateStartInfoOnMapChange(mapInfo, mapGenOpts);
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return true;
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}
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bool LobbySetCampaign::applyOnServer(CVCMIServer * srv)
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{
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srv->si->mapname = ourCampaign->camp->header.filename;
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srv->si->mode = StartInfo::CAMPAIGN;
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srv->si->campState = ourCampaign;
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srv->si->turnTime = 0;
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bool isCurrentMapConquerable = ourCampaign->currentMap && ourCampaign->camp->conquerable(*ourCampaign->currentMap);
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for(int i = 0; i < ourCampaign->camp->scenarios.size(); i++)
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{
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if(ourCampaign->camp->conquerable(i))
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{
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if(!isCurrentMapConquerable || (isCurrentMapConquerable && i == *ourCampaign->currentMap))
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{
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srv->setCampaignMap(i);
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}
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}
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}
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return true;
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}
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bool LobbySetCampaignMap::applyOnServer(CVCMIServer * srv)
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{
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srv->setCampaignMap(mapId);
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return true;
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}
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bool LobbySetCampaignBonus::applyOnServer(CVCMIServer * srv)
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{
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srv->setCampaignBonus(bonusId);
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return true;
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}
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bool LobbyGuiAction::checkClientPermissions(CVCMIServer * srv) const
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{
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return srv->isClientHost(c->connectionID);
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}
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bool LobbyStartGame::checkClientPermissions(CVCMIServer * srv) const
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{
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return srv->isClientHost(c->connectionID);
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}
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bool LobbyStartGame::applyOnServer(CVCMIServer * srv)
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{
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try
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{
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srv->verifyStateBeforeStart(true);
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}
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catch(...)
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{
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return false;
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}
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// Server will prepare gamestate and we announce StartInfo to clients
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srv->prepareToStartGame();
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initializedStartInfo = std::make_shared<StartInfo>(*srv->gh->getStartInfo(true));
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return true;
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}
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void LobbyStartGame::applyOnServerAfterAnnounce(CVCMIServer * srv)
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{
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srv->startGameImmidiately();
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}
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bool LobbyChangeHost::checkClientPermissions(CVCMIServer * srv) const
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{
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return srv->isClientHost(c->connectionID);
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}
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bool LobbyChangeHost::applyOnServer(CVCMIServer * srv)
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{
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return true;
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}
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bool LobbyChangeHost::applyOnServerAfterAnnounce(CVCMIServer * srv)
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{
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return srv->passHost(newHostConnectionId);
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}
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bool LobbyChangePlayerOption::checkClientPermissions(CVCMIServer * srv) const
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{
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if(srv->isClientHost(c->connectionID))
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return true;
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if(vstd::contains(srv->getAllClientPlayers(c->connectionID), color))
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return true;
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return false;
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}
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bool LobbyChangePlayerOption::applyOnServer(CVCMIServer * srv)
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{
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switch(what)
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{
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case TOWN:
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srv->optionNextCastle(color, direction);
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break;
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case HERO:
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srv->optionNextHero(color, direction);
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break;
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case BONUS:
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srv->optionNextBonus(color, direction);
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break;
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}
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return true;
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}
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bool LobbySetPlayer::applyOnServer(CVCMIServer * srv)
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{
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srv->setPlayer(clickedColor);
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return true;
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}
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bool LobbySetTurnTime::applyOnServer(CVCMIServer * srv)
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{
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srv->si->turnTime = turnTime;
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return true;
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}
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bool LobbySetDifficulty::applyOnServer(CVCMIServer * srv)
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{
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srv->si->difficulty = vstd::abetween(difficulty, 0, 4);
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return true;
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}
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bool LobbyForceSetPlayer::applyOnServer(CVCMIServer * srv)
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{
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srv->si->playerInfos[targetPlayerColor].connectedPlayerIDs.insert(targetConnectedPlayer);
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return true;
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}
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