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Resolve Sonar issues in server code
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@@ -15,13 +15,11 @@
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#include "LobbyNetPackVisitors.h"
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#include "processors/PlayerMessageProcessor.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/campaign/CampaignState.h"
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#include "../lib/entities/hero/CHeroHandler.h"
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#include "../lib/entities/hero/CHeroClass.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/mapping/CMapDefines.h"
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#include "../lib/mapping/CMapInfo.h"
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#include "../lib/mapping/CMapHeader.h"
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#include "../lib/rmg/CMapGenOptions.h"
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@@ -418,7 +416,7 @@ void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<st
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ClientPlayer cp;
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cp.connection = c->connectionID;
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cp.name = name;
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playerNames.insert(std::make_pair(id, cp));
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playerNames.try_emplace(id, cp);
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announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
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//put new player in first slot with AI
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@@ -618,9 +616,9 @@ void CVCMIServer::setPlayer(PlayerColor clickedColor)
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int id;
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void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
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PlayerToRestore(){ reset(); }
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} playerToRestore;
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};
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PlayerToRestore playerToRestore;
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PlayerSettings & clicked = si->playerInfos[clickedColor];
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//identify clicked player
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@@ -675,7 +673,7 @@ void CVCMIServer::setPlayer(PlayerColor clickedColor)
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}
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}
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void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
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void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
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{
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if(color == PlayerColor::CANNOT_DETERMINE)
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return;
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@@ -902,29 +900,29 @@ HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial,
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void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
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{
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PlayerSettings & s = si->playerInfos[player];
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PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
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s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
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if(s.hero == HeroTypeID::NONE &&
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!getPlayerInfo(player).heroesNames.size() &&
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ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
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getPlayerInfo(player).heroesNames.empty() &&
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s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
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{
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if(dir < 0)
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ret = PlayerStartingBonus::RANDOM;
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s.bonus = PlayerStartingBonus::RANDOM;
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else
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ret = PlayerStartingBonus::GOLD;
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s.bonus = PlayerStartingBonus::GOLD;
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}
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if(ret > PlayerStartingBonus::RESOURCE)
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ret = PlayerStartingBonus::RANDOM;
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if(ret < PlayerStartingBonus::RANDOM)
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ret = PlayerStartingBonus::RESOURCE;
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if(s.bonus > PlayerStartingBonus::RESOURCE)
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s.bonus = PlayerStartingBonus::RANDOM;
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if(s.bonus < PlayerStartingBonus::RANDOM)
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s.bonus = PlayerStartingBonus::RESOURCE;
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if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
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if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
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{
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if(dir < 0)
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ret = PlayerStartingBonus::GOLD;
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s.bonus = PlayerStartingBonus::GOLD;
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else
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ret = PlayerStartingBonus::RANDOM;
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s.bonus = PlayerStartingBonus::RANDOM;
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}
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}
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@@ -975,10 +973,10 @@ bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
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std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
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{
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std::vector<HeroTypeID> heroIds;
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for(auto & p : si->playerInfos)
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for(const auto & p : si->playerInfos)
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{
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const auto & heroes = getPlayerInfo(p.first).heroesNames;
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for(auto & hero : heroes)
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for(const auto & hero : heroes)
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if(hero.heroId.hasValue())
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heroIds.push_back(hero.heroId);
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