Changed CheckMultiLogin() to not have main body wrapped in an if statement.
Added in indent to cPlayerListCallBack in cCallback class inside CheckMultiLogin(). Added doxy-comment for DoWithPlayer(). Changed comments on IsPlayerInQueue() and IsAllowMultiLogin() to doxy-comments.
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@ -1790,31 +1790,34 @@ void cClientHandle::HandleKeepAlive(int a_KeepAliveID)
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bool cClientHandle::CheckMultiLogin(const AString & a_Username)
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{
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if (!(cRoot::Get()->GetServer()->IsAllowMultiLogin()))
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// If the multilogin is allowed, skip this check entirely:
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if ((cRoot::Get()->GetServer()->IsAllowMultiLogin()))
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{
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if (cRoot::Get()->GetServer()->IsPlayerInQueue(a_Username))
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{
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Kick("A player of the username is already logged in");
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return false;
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}
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class cCallback :
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public cPlayerListCallback
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{
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virtual bool Item(cPlayer * a_Player) override
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{
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return true;
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}
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} Callback;
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if (cRoot::Get()->DoWithPlayer(a_Username, Callback))
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{
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Kick("A player of the username is already logged in");
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return false;
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}
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return true;
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}
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return true;
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// Check if the player is waiting to be transferred to the World.
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if (cRoot::Get()->GetServer()->IsPlayerInQueue(a_Username))
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{
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Kick("A player of the username is already logged in");
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return false;
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}
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class cCallback :
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public cPlayerListCallback
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{
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virtual bool Item(cPlayer * a_Player) override
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{
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return true;
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}
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} Callback;
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// Check if the player is in any World.
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if (cRoot::Get()->DoWithPlayer(a_Username, Callback))
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{
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Kick("A player of the username is already logged in");
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return false;
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}
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}
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@ -282,6 +282,7 @@ public:
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/** Kicks the current player if the same username is already logged in. */
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bool CheckMultiLogin(const AString & a_Username);
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/** Called when the protocol handshake has been received (for protocol versions that support it;
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otherwise the first instant when a username is received).
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Returns true if the player is to be let in, false if they were disconnected
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@ -129,6 +129,7 @@ public:
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/** Finds the player over his uuid and calls the callback */
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bool DoWithPlayerByUUID(const AString & a_PlayerUUID, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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/** Finds the player using it's complete username and calls the callback */
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bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback);
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// tolua_begin
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@ -67,10 +67,12 @@ public: // tolua_export
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int GetNumPlayers(void) const;
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void SetMaxPlayers(int a_MaxPlayers) { m_MaxPlayers = a_MaxPlayers; }
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// Check if the player is queued to be transferred to a World.
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/** Check if the player is queued to be transferred to a World.
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Returns true is Player is found in queue. */
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bool IsPlayerInQueue(AString a_Username);
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// Can login more than once with same username.
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/** Can login more than once with same username.
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Returns false if it is not allowed, true otherwise. */
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bool IsAllowMultiLogin(void) { return m_bAllowMultiLogin; }
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// Hardcore mode or not:
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