Fixed memory leak in TCPServer::AcceptNewConnections caused by acceptor->async_accept().
Fixed some formating and comments.
This commit is contained in:
@@ -22,10 +22,9 @@ private:
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std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
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boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
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void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
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int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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const boost::system::error_code& error);
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int readBuffer(char* data, PlayerDefinition& playerDefinition);
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PlayerID getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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boost::asio::ip::address address, unsigned short port);
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};
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#endif
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@@ -1,7 +1,7 @@
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#include "Network/Client.h"
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using namespace boost::asio::ip;
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Client::Client(World* world, EventBroker* eventBroker)
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Client::Client(World* world, EventBroker* eventBroker)
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: Network(world, eventBroker)
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{
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// Asumes root node is EntityID_Invalid
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@@ -194,12 +194,12 @@ void Client::parseSpawnEvents()
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}
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e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Player.ID));
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//e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Spawner.ID));
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e.PlayerID = -1;
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e.PlayerID = -1;
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e.PlayerName = m_PlayerSpawnEvents.at(i).PlayerName;
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m_EventBroker->Publish(e);
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}
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m_PlayerSpawnEvents = tempSpawn;
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// m_PlayerSpawnEvents.clear();
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// m_PlayerSpawnEvents.clear();
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}
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void Client::parsePlayersSpawned(Packet& packet)
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@@ -243,14 +243,14 @@ void Client::parseComponentDeletion(Packet & packet)
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}
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void Client::parseDoubleJump(Packet & packet)
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{
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{
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EntityID serverID = packet.ReadPrimitive<EntityID>();
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if (!serverClientMapsHasEntity(serverID)) {
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return;
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}
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Events::DoubleJump e;
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e.entityID = m_ServerIDToClientID.at(serverID);
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// If player is local player to publish to prevent infinite feedback loop
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// If player is local player do not publish to prevent infinite feedback loop
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if (e.entityID != m_LocalPlayer.ID) {
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m_EventBroker->Publish(e);
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}
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@@ -330,9 +330,10 @@ void Client::parseSnapshot(Packet& packet)
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if (serverClientMapsHasEntity(serverEntityID)) {
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EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
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EntityWrapper localEntity(m_World, localEntityID);
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// Update entity
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if (m_World->HasComponent(localEntityID, componentType)) {
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// TODO Fix memory leak here
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SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
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bool shouldApply = true;
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// Apply potential filter function
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@@ -343,6 +344,7 @@ void Client::parseSnapshot(Packet& packet)
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ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
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memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
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}
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//if (localEntity != m_LocalPlayer && !localEntity.IsChildOf(m_LocalPlayer)) {
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// updateFields(packet, componentInfo, localEntityID);
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//} else {
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@@ -371,7 +373,9 @@ void Client::parseSnapshot(Packet& packet)
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// This should be enough beacause we know that the entities arives in pre-order (there will always be a parent)
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if (serverParentID != EntityID_Invalid) {
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EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
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m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
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if (m_World->GetParent(localEntityID) != m_ServerIDToClientID.at(serverParentID)) {
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m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
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}
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}
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}
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parseSpawnEvents();
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@@ -461,7 +465,7 @@ void Client::parsePlayerDamage(Packet& packet)
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Events::PlayerDamage e;
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PlayerID victimID = packet.ReadPrimitive<EntityID>();
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PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
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if(!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)){
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if (!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)) {
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return;
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}
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e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
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@@ -501,7 +505,7 @@ void Client::sendLocalPlayerTransform()
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packet.WritePrimitive(orientation.x);
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packet.WritePrimitive(orientation.y);
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packet.WritePrimitive(orientation.z);
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bool hasAssaultWeapon = m_LocalPlayer.HasComponent("AssaultWeapon");
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packet.WritePrimitive(hasAssaultWeapon);
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if (hasAssaultWeapon) {
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@@ -509,7 +513,7 @@ void Client::sendLocalPlayerTransform()
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packet.WritePrimitive((int)cAssaultWeapon["MagazineAmmo"]);
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packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
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}
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m_Unreliable.Send(packet);
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}
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@@ -28,9 +28,8 @@ Server::~Server()
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void Server::Update()
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{
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PlayerDefinition pd;
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m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
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for (auto& kv : m_ConnectedPlayers) {
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while (kv.second.TCPSocket->available()) {
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// Packet will get real data in receive
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@@ -46,6 +45,7 @@ void Server::Update()
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}
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}
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PlayerDefinition pd;
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while (m_Unreliable.IsSocketAvailable()) {
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// Packet will get real data in receive
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Packet packet(MessageType::Invalid);
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@@ -4,22 +4,33 @@ using namespace boost::asio::ip;
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TCPServer::TCPServer()
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{
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acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
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// Make the acceptor non-blocking so we wont get stuck in AcceptNewConnections().
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acceptor->non_blocking(true);
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}
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TCPServer::~TCPServer()
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{
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}
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{ }
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void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
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{
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boost::system::error_code error;
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boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService));
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m_IOService.poll();
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acceptor->async_accept(*newSocket,
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boost::bind(&TCPServer::handle_accept, this, newSocket, boost::ref(nextPlayerID), boost::ref(connectedPlayers),
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boost::asio::placeholders::error));
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acceptor->accept(*newSocket, error);
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// If no error occured add new tcp connection
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if (!error) {
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// Add tcp socket to connections
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boost::asio::ip::tcp::no_delay option(true);
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newSocket->set_option(option);
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PlayerDefinition pd;
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pd.StopTime = std::clock();
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pd.TCPSocket = newSocket;
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pd.TCPAddress = newSocket.get()->remote_endpoint().address();
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pd.TCPPort = newSocket.get()->remote_endpoint().port();
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connectedPlayers[nextPlayerID++] = pd;
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}
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}
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PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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PlayerID TCPServer::getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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boost::asio::ip::address address, unsigned short port)
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{
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for (auto& kv : connectedPlayers) {
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@@ -31,24 +42,6 @@ PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& con
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return -1;
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}
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void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
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int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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const boost::system::error_code& error)
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{
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if (!error && GetPlayerIDFromEndpoint(connectedPlayers, socket->remote_endpoint().address(),
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socket->remote_endpoint().port()) == -1) {
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// Add tcp socket to connections
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boost::asio::ip::tcp::no_delay option(true);
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socket->set_option(option);
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PlayerDefinition pd;
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pd.StopTime = std::clock();
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pd.TCPSocket = socket;
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pd.TCPAddress = socket.get()->remote_endpoint().address();
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pd.TCPPort = socket.get()->remote_endpoint().port();
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connectedPlayers[nextPlayerID++] = pd;
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}
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}
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void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
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{
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try {
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@@ -73,7 +66,7 @@ void TCPServer::Send(Packet & packet)
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}
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void TCPServer::Disconnect()
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{
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{
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}
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