mirror of
https://bitbucket.org/theswgsource/src-1.2.git
synced 2026-10-10 00:12:56 -04:00
persister cleanup (still broke but logic is there for when it isn't); also replace all the SOE BS for forwarding stl port with native object classes because i thought that may be part of the problem...
This commit is contained in:
@@ -36,7 +36,7 @@ private:
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void sendUniverseToServer(uint32 gameServerId);
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private:
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typedef stdset<uint32>::fwd ServersLoadingUniverseType;
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typedef std::set<uint32> ServersLoadingUniverseType;
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uint32 m_universeProcess; ///< Process that owns the universe objects
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bool m_databaseAuthoritative; ///< True if database is authoritative for the universe objects
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@@ -1673,7 +1673,7 @@ void ChatServer::invite(const NetworkId & id, const ChatAvatarId & avatarId, con
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//-----------------------------------------------------------------------
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void ChatServer::inviteGroupMembers(const NetworkId & id, const ChatAvatarId & avatarId, const std::string & roomName, const stdvector<NetworkId>::fwd & members)
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void ChatServer::inviteGroupMembers(const NetworkId & id, const ChatAvatarId & avatarId, const std::string & roomName, const std::vector<NetworkId> & members)
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{
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ChatServer::fileLog(s_enableChatRoomLogs, "ChatServer", "inviteGroupMembers() id(%s) avatarId(%s) roomName(%s) number of members (%u)", id.getValueString().c_str(), avatarId.getFullName().c_str(), roomName.c_str(), members.size());
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@@ -178,7 +178,7 @@ public:
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static void disconnectAvatar (const ChatAvatar &);
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static void disconnectPlayer (const NetworkId &);
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static void invite (const NetworkId & id, const ChatAvatarId & avatar, const std::string & roomName);
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static void inviteGroupMembers (const NetworkId & id, const ChatAvatarId & avatar, const std::string & roomName, const stdvector<NetworkId>::fwd & members);
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static void inviteGroupMembers (const NetworkId & id, const ChatAvatarId & avatar, const std::string & roomName, const std::vector<NetworkId> & members);
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static void uninvite (const NetworkId & id, const unsigned int sequence, const ChatAvatarId & avatar, const std::string & roomName);
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static void queryRoom (const NetworkId & id, ConnectionServerConnection * connection, const unsigned int sequence, const std::string & roomName);
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static void requestRoomList (const NetworkId & id, ConnectionServerConnection * connection);
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@@ -200,9 +200,9 @@ enum VendorStatusCode
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AuctionLocation & GetLocation (const std::string & location);
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AuctionLocation & GetLocation (const NetworkId & location);
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void VerifyExcludedGotTypes (stdmap<int, std::string>::fwd const & excludedGotTypes);
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void VerifyExcludedResourceClasses (stdset<std::string>::fwd const & excludedResourceClasses);
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void SetResourceTreeHierarchy (stdmap<int, stdset<int>::fwd>::fwd const & resourceTreeHierarchy);
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void VerifyExcludedGotTypes (std::map<int, std::string> const & excludedGotTypes);
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void VerifyExcludedResourceClasses (std::set<std::string> const & excludedResourceClasses);
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void SetResourceTreeHierarchy (std::map<int, std::set<int>> const & resourceTreeHierarchy);
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bool HasReceivedResourceTreeHierarchy() const {return !m_resourceTreeHierarchy.empty();}
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std::map<std::string, int> const & getAuctionsCountByGameObjectType() const { return m_auctionsCountByGameObjectType; }
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@@ -30,7 +30,7 @@ struct BidRecord
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// ======================================================================
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typedef stdvector<BidRecord>::fwd BidList;
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typedef std::vector<BidRecord> BidList;
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// ======================================================================
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+3
-3
@@ -37,9 +37,9 @@ private:
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int m_pendingTicketCount;
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};
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typedef stdunordered_map<NetworkId, ClientInfo, NetworkId::Hash>::fwd ClientConnectionMap;
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typedef stdmap<unsigned int, NetworkId>::fwd SuidToNetworkIdMap;
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typedef stdvector<CustomerServiceCategory>::fwd CategoryList;
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typedef std::unordered_map<NetworkId, ClientInfo, NetworkId::Hash> ClientConnectionMap;
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typedef std::map<unsigned int, NetworkId> SuidToNetworkIdMap;
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typedef std::vector<CustomerServiceCategory> CategoryList;
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CategoryList * const m_englishCategoryList;
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CSAssistGameAPITrack m_englishCategoryTrack;
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@@ -34,7 +34,7 @@ private:
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//typedefs
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typedef stdset<ConnectionServerConnection *>::fwd ConnectionServerSet;
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typedef std::set<ConnectionServerConnection *> ConnectionServerSet;
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typedef std::multimap<unsigned long, Unicode::String> SortedChatLog;
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//Member variables
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@@ -65,7 +65,7 @@ private:
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bool m_gameServerChatLogReceived;
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};
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typedef stdmap<unsigned int, PendingTicket>::fwd PendingTicketList;
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typedef std::map<unsigned int, PendingTicket> PendingTicketList;
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PendingTicketList *m_pendingTicketList;
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void createTicket(NetworkId const &networkId, const CSAssistGameAPITicket &ticket, Unicode::String const &hiddenDetails, Unicode::String const &harassingPlayerName, const unsigned int suid, const bool logChat);
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@@ -137,7 +137,7 @@ class ConfigLoginServer
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// has character creation for this cluster been disabled through config option
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static bool isCharacterCreationDisabled(std::string const & cluster);
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static stdset<std::string>::fwd const & getCharacterCreationDisabledClusterList();
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static std::set<std::string> const & getCharacterCreationDisabledClusterList();
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static const int getMaxConnectionsPerIP();
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@@ -66,7 +66,7 @@ public:
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void sendToCluster (uint32 clusterId, const GameNetworkMessage &message);
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void sendToAllClusters (GameNetworkMessage const & message, Connection const * excludeCentralConnection = nullptr, uint32 excludeClusterId = 0, char const * excludeClusterName = nullptr);
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bool areAllClustersUp () const;
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void getClusterIds (stdvector<uint32>::fwd result);
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void getClusterIds (std::vector<uint32> result);
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void performAccountTransfer (const AvatarList &avatars, TransferAccountData * transferAccountData);
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void setDone (const bool isDone);
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@@ -84,7 +84,7 @@ class PlanetProxyObject
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void updateContentsTracking (const NetworkId & newContainedBy);
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private:
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typedef stdvector<std::pair<uint32, GameNetworkMessage*> > MessageListType;
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typedef std::vector<std::pair<uint32, GameNetworkMessage*> > MessageListType;
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private:
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const NetworkId m_objectId;
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@@ -98,7 +98,7 @@ class PlanetProxyObject
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int m_objectTypeTag;
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Node * m_quadtreeNode;
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unsigned long m_authTransferTimeMs;
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stdvector<NetworkId>::fwd * m_contents;
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std::vector<NetworkId> * m_contents;
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int m_level;
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bool m_hibernating;
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uint32 m_templateCrc;
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@@ -57,7 +57,7 @@ public:
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int getObjectCountForServer(uint32 serverId) const;
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int getInterestObjectCountForServer(uint32 serverId) const;
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int getInterestCreatureObjectCountForServer(uint32 serverId) const;
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void getObjectCountsForAllServers(stdmap<uint32, GameServerData>::fwd &counts) const;
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void getObjectCountsForAllServers(std::map<uint32, GameServerData> &counts) const;
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virtual void receiveMessage(const MessageDispatch::Emitter & source, const MessageDispatch::MessageBase & message);
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void sendToCentral(const GameNetworkMessage & message, const bool reliable);
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void sendToGameServer(const uint32 processId, const GameNetworkMessage & message);
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@@ -106,8 +106,8 @@ private:
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TaskConnection * m_taskConnection;
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bool m_done;
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int m_roundRobinGameServer;
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stdmap<PreloadServerId, GameServerSpawnDelaySeconds>::fwd * m_pendingServerStarts; // number of game servers to start when central & task manager are ready
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stdmap<int, std::pair<std::string, time_t> >::fwd * m_startingGameServers; // number of game servers we've started that haven't connected to us yet
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std::map<PreloadServerId, GameServerSpawnDelaySeconds> * m_pendingServerStarts; // number of game servers to start when central & task manager are ready
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std::map<int, std::pair<std::string, time_t> > * m_startingGameServers; // number of game servers we've started that haven't connected to us yet
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uint32 m_firstGameServer;
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bool m_tutorialMode;
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bool m_spaceMode;
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@@ -116,15 +116,15 @@ private:
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std::vector<const GameNetworkMessage *> m_messagesWaitingForGameServer;
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PlanetServerMetricsData* m_metricsData;
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TaskConnection* m_taskManagerConnection;
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stdlist<const RequestSceneTransfer *>::fwd *m_sceneTransferChunkLoads;
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stdmap<NetworkId, uint32>::fwd *m_pendingCharacterSaves;
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std::list<const RequestSceneTransfer *> *m_sceneTransferChunkLoads;
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std::map<NetworkId, uint32> *m_pendingCharacterSaves;
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WatcherList m_watchers;
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bool m_watcherIsPresent;
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typedef std::map<NetworkId, std::vector<GameNetworkMessage*> > QueuedMessagesType;
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QueuedMessagesType m_queuedMessages;
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stdmap<NetworkId, CharacterFindInfo>::fwd *m_characterFindMap;
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std::map<NetworkId, CharacterFindInfo> *m_characterFindMap;
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unsigned int m_characterFindSequence;
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int m_waitForSaveCounter;
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int m_lastSaveCounter;
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@@ -24,7 +24,7 @@ private:
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unsigned long m_watcherPort;
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// used for reporting load time of each game server
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stdmap<uint32, unsigned long>::fwd m_gameServerLoadTime;
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std::map<uint32, unsigned long> m_gameServerLoadTime;
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private:
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@@ -58,7 +58,7 @@ class PreloadManager : public Singleton2<PreloadManager>
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uint32 getRealServerId (PreloadServerId preloadServerId) const;
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void getDebugString (std::string &output) const;
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typedef stdmap<PreloadServerId, PreloadServerInformation>::fwd ServerMapType;
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typedef std::map<PreloadServerId, PreloadServerInformation> ServerMapType;
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ServerMapType const * getServerMap () const;
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private:
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@@ -67,10 +67,10 @@ class PreloadManager : public Singleton2<PreloadManager>
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private:
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ServerMapType *m_serverMap; // map of server id in preload list ---> actual server id
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typedef stdvector<PreloadListData>::fwd PreloadListType;
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typedef std::vector<PreloadListData> PreloadListType;
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PreloadListType *m_preloadList;
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typedef stdset<PreloadServerId>::fwd ServersWaitingType;
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typedef std::set<PreloadServerId> ServersWaitingType;
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ServersWaitingType *m_serversWaiting; // set of servers (by list id, not actual id) that still need preloads.
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bool m_listReceived;
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@@ -32,7 +32,7 @@ class Node
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public:
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void addObject (PlanetProxyObject *newObject);
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void checkServerAssignment();
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void handleCrash (uint32 crashedServer, stdvector<PlanetProxyObject*>::fwd &subscriptionFixups);
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void handleCrash (uint32 crashedServer, std::vector<PlanetProxyObject*> &subscriptionFixups);
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void load ();
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void migrateToServer (uint32 newServerId);
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void load (uint32 serverId);
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@@ -83,7 +83,7 @@ void WatcherConnection::flushQueuedObjectData()
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// ----------------------------------------------------------------------
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void WatcherConnection::addNodeUpdate(int x, int z, bool loaded, const stdvector<uint32>::fwd &servers, const stdvector<int>::fwd &subscriptionCounts)
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void WatcherConnection::addNodeUpdate(int x, int z, bool loaded, const std::vector<uint32> &servers, const std::vector<int> &subscriptionCounts)
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{
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NOT_NULL(m_nodeData);
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m_nodeData->push_back(PlanetNodeStatusMessageData(x,z,loaded,servers,subscriptionCounts));
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@@ -26,7 +26,7 @@ class WatcherConnection : public ServerConnection
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void onConnectionOpened ();
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void addObjectUpdate (const NetworkId &objectId, int x, int z, uint32 authoritativeServer, int interestRadius, bool deleteObject, int objectTypeTag, int level, bool hibernating, uint32 templateCrc, int aiActivity, int creationType);
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void addNodeUpdate (int x, int z, bool loaded, const stdvector<uint32>::fwd &servers, const stdvector<int>::fwd &subscriptionCounts);
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void addNodeUpdate (int x, int z, bool loaded, const std::vector<uint32> &servers, const std::vector<int> &subscriptionCounts);
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void flushQueuedData ();
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private:
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@@ -34,10 +34,10 @@ class WatcherConnection : public ServerConnection
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void flushQueuedNodeData();
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private:
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typedef stdvector<PlanetObjectStatusMessageData>::fwd ObjectDataList;
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typedef std::vector<PlanetObjectStatusMessageData> ObjectDataList;
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ObjectDataList *m_objectData;
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typedef stdvector<PlanetNodeStatusMessageData>::fwd NodeDataList;
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typedef std::vector<PlanetNodeStatusMessageData> NodeDataList;
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NodeDataList *m_nodeData;
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private:
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@@ -37,7 +37,7 @@ public:
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static void sendToAllTaskManagers(GameNetworkMessage const &msg);
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static void updateServerLoad(std::string const &label, float load);
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static void updateAllLoads(float delta);
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static stdmap<std::string, std::string>::fwd const & getClosedConnections();
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static std::map<std::string, std::string> const & getClosedConnections();
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};
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// ======================================================================
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