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https://bitbucket.org/theswgsource/src-1.2.git
synced 2026-08-02 03:16:11 -04:00
Removed STLport requirement
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@@ -369,7 +369,7 @@ void DatabaseProcess::connectToGameServer(const char *address, uint16 port, uint
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if(i == pendingGameServerConnections.end())
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{
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// check to see if there is already a connection active
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std::hash_map<uint32, GameServerConnection *>::const_iterator j = gameServerConnections.find(processId);
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std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator j = gameServerConnections.find(processId);
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if(j == gameServerConnections.end())
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{
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// make the connection
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@@ -383,7 +383,7 @@ void DatabaseProcess::connectToGameServer(const char *address, uint16 port, uint
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GameServerConnection * DatabaseProcess::getConnectionByProcess(const uint32 processId)
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{
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GameServerConnection * result = 0;
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std::hash_map<uint32, GameServerConnection *>::const_iterator j = gameServerConnections.find(processId);
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std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator j = gameServerConnections.find(processId);
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if(j != gameServerConnections.end())
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{
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result = (*j).second;
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@@ -395,7 +395,7 @@ GameServerConnection * DatabaseProcess::getConnectionByProcess(const uint32 proc
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void DatabaseProcess::getGameServerProcessIds(std::vector<uint32> &processIds) const
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{
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for (std::hash_map<uint32, GameServerConnection *>::const_iterator i = gameServerConnections.begin(); i != gameServerConnections.end(); ++i)
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for (std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator i = gameServerConnections.begin(); i != gameServerConnections.end(); ++i)
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processIds.push_back((*i).first);
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}
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@@ -637,7 +637,7 @@ void DatabaseProcess::sendToCommoditiesServer(GameNetworkMessage const &message,
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void DatabaseProcess::sendToAllGameServers(GameNetworkMessage const &message, bool reliable)
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{
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for (std::hash_map<uint32, GameServerConnection *>::const_iterator i=gameServerConnections.begin(); i!=gameServerConnections.end(); ++i)
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for (std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator i=gameServerConnections.begin(); i!=gameServerConnections.end(); ++i)
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i->second->send(message,reliable);
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}
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@@ -645,7 +645,7 @@ void DatabaseProcess::sendToAllGameServers(GameNetworkMessage const &message, bo
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void DatabaseProcess::sendToGameServer(uint32 serverId, GameNetworkMessage const &message)
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{
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std::hash_map<uint32, GameServerConnection *>::const_iterator i=gameServerConnections.find(serverId);
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std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator i=gameServerConnections.find(serverId);
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if (i!=gameServerConnections.end())
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i->second->send(message,true);
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else
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