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always get next game/replay id from database to avoid id collisions in multi-server mode
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9706ecd98a
commit
c9a8429044
5 changed files with 38 additions and 25 deletions
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@ -38,8 +38,8 @@ public:
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~Server();
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AuthenticationResult loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reason);
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const QMap<int, Server_Room *> &getRooms() { return rooms; }
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int getNextGameId() { return nextGameId++; }
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int getNextReplayId() { return nextReplayId++; }
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virtual int getNextGameId() { return nextGameId++; }
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virtual int getNextReplayId() { return nextReplayId++; }
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const QMap<QString, Server_ProtocolHandler *> &getUsers() const { return users; }
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void addClient(Server_ProtocolHandler *player);
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@ -61,7 +61,7 @@ public:
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virtual bool isInIgnoreList(const QString &whoseList, const QString &who) { return false; }
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virtual void storeGameInformation(int secondsElapsed, const QSet<QString> &allPlayersEver, const QSet<QString> &allSpectatorsEver, const QList<GameReplay *> &replays) { }
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virtual DeckList *getDeckFromDatabase(int deckId, const QString &userName) = 0;
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virtual DeckList *getDeckFromDatabase(int deckId, const QString &userName) { return 0; }
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void sendIslMessage(const Response &item, int serverId = -1);
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void sendIslMessage(const SessionEvent &item, int serverId = -1);
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