Don't disconnect when game is over
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@@ -33,9 +33,14 @@ Lobby::Lobby(Server* server) : m_Server(server), m_Timer(1000, std::bind(&Lobby:
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}
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void Lobby::OpenLobby() {
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m_Players.clear();
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m_LobbyOpened = true;
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m_StartTimerTime = 0;
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if (m_Players.size() >= MIN_PLAYER_WAITING) { // start timer if a enough players are here
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m_StartTimerTime = utils::GetTime();
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m_Timer.Reset();
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SendTimeRemaining();
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}
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}
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void Lobby::Tick() {
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@@ -57,11 +62,12 @@ void Lobby::SendTimeRemaining() {
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}
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void Lobby::OnPlayerJoin(std::uint8_t playerID) {
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m_Players.push_back(playerID);
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utils::LOG("(Server) Player Joined Lobby !");
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if (!m_LobbyOpened)
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return;
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utils::LOG("(Server) Player Joined Lobby !");
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m_Players.push_back(playerID);
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if (m_Players.size() == MIN_PLAYER_WAITING) { // start timer if a second player join the match
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m_StartTimerTime = utils::GetTime();
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m_Timer.Reset();
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@@ -69,17 +75,18 @@ void Lobby::OnPlayerJoin(std::uint8_t playerID) {
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}
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}
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void Lobby::OnPlayerLeave(std::uint8_t playerID) {
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if (!m_LobbyOpened)
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return;
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utils::LOG("(Server) Player Leaved Lobby !");
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void Lobby::OnPlayerLeave(std::uint8_t playerID)
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{
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auto it = std::find(m_Players.begin(), m_Players.end(), playerID);
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if (it == m_Players.end())
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return;
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m_Players.erase(it);
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utils::LOG("(Server) Player Leaved Lobby !");
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if (!m_LobbyOpened)
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return;
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if (m_Players.size() == 1) {
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protocol::UpdateLobbyTimePacket packet(0);
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m_Server->BroadcastPacket(&packet);
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@@ -54,9 +54,9 @@ void Server::StartThread() {
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void Server::Restart() {
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m_Game.Reset();
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m_Game.SetGameState(game::GameState::Lobby);
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m_Lobby.OpenLobby();
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m_Game.NotifyListeners(&game::GameListener::OnGameStateUpdate, game::GameState::Lobby);
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}
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void Server::Close() {
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@@ -118,9 +118,6 @@ void ServerGame::OnGameEnd() {
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void ServerGame::OnGameClose() {
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NotifyListeners(&game::GameListener::OnGameStateUpdate, game::GameState::Closed);
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// Disconnect clients
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protocol::DisconnectPacket packet("Game finished");
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m_Server->BroadcastPacket(&packet);
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// Put back to lobby state
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m_Server->Restart();
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