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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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/*****************************************************************************
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*
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* $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/pnGameMgr.h
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*
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***/
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#ifndef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_PNGAMEMGR_H
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#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_PNGAMEMGR_H
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#include "../pnUtils/pnUtils.h"
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#include "../pnNetBase/pnNetBase.h"
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#include "../pnAsyncCore/pnAsyncCore.h"
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#include "../pnNetCli/pnNetCli.h"
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#include "../pnProduct/pnProduct.h"
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#include "../pnKeyedObject/plKey.h"
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#include "hsGeometry3.h"
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/*****************************************************************************
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*
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* GameMgr
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*
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***/
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const unsigned kGameMgrGlobalGameIdFlag = !((unsigned)-1 - 1); // 0x10000000
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//============================================================================
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// EGameJoinError
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//============================================================================
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enum EGameJoinError {
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kGameJoinSuccess,
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kGameJoinErrNotExist,
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kGameJoinErrInitFailed,
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kGameJoinErrGameStarted,
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kGameJoinErrGameOver,
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kGameJoinErrMaxPlayers,
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kGameJoinErrAlreadyJoined,
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kGameJoinErrNoInvite,
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kNumGameJoinErrors
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};
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//============================================================================
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// EGameInviteError
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//============================================================================
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enum EGameInviteError {
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kGameInviteSuccess,
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kGameInviteErrNotOwner,
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kGameInviteErrAlreadyInvited,
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kGameInviteErrAlreadyJoined,
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kGameInviteErrGameStarted,
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kGameInviteErrGameOver,
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kGameInviteErrGameFull,
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kGameInviteErrNoJoin, // GameSrv reports the player may not join right now
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kNumGameInviteErrors
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};
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//============================================================================
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// Game create/join options
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//============================================================================
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/*
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If set : Anyone may join; no invite necessary.
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Not set : Only players with invites may join.
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*/
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const unsigned kGameCreatePublic = 1<<0;
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/*
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If set : Anyone may invite others to play.
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Not set : Only the game owner may send invites.
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*/
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const unsigned kGameCreateOpen = 1<<1;
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/*
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If set : Player joins or creates the "common" instance of the game. In
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this case, the 'newGameId' field is not meaningful. If the
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common instance doesn't exist, it'll be created on-the-fly and
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the player will receive a GameCreated message as well as the
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normal GameJoined. This allows the game to be initialized once
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when first instanced.
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Not set : A game with the specified gameId must exist on the server.
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Depending on the options set during the game's creation, the
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player may need to have been sent an invite. Also, the game may
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not be in a state where it allows new players to join. Player
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receives a GameJoined reply in any case. Inspect the 'result'
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field to see whether the join was successful.
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*/
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const unsigned kGameJoinCommon = 1<<2;
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/*
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*/
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const unsigned kGameJoinObserver = 1<<3;
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//============================================================================
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// GameMgr Network message ids
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//============================================================================
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enum {
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kCli2Srv_GameMgr_CreateGame,
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kCli2Srv_GameMgr_JoinGame,
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};
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enum {
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kSrv2Cli_GameMgr_GameInstance, // Internal, not sent out in pfGameMgrMsg
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kSrv2Cli_GameMgr_InviteReceived,
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kSrv2Cli_GameMgr_InviteRevoked,
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};
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//============================================================================
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// GameCli/Srv Network message ids
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//============================================================================
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enum {
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kCli2Srv_Game_LeaveGame,
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kCli2Srv_Game_Invite,
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kCli2Srv_Game_Uninvite,
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// Cli2Srv msgIds for specific games must begin with this value. See TicTacToe for example
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kCli2Srv_NumGameMsgIds
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};
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enum {
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kSrv2Cli_Game_PlayerJoined,
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kSrv2Cli_Game_PlayerLeft,
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kSrv2Cli_Game_InviteFailed,
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kSrv2Cli_Game_OwnerChange,
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// Srv2Cli msgIds for specific games must begin with this value. See TicTacToe for example
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kSrv2Cli_NumGameMsgIds
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};
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//============================================================================
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// Begin networked data scructures
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#include <PshPack1.h>
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//============================================================================
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struct GameMsgHeader {
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dword messageId;
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dword transId;
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dword recvGameId; // 0 --> GameMgr, non-zero --> GameSrv
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dword messageBytes;
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};
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//========================================================================
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// GameMgr message structures
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//========================================================================
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// Cli2Srv
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struct Cli2Srv_GameMgr_CreateGame : GameMsgHeader {
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Uuid gameTypeId;
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dword createOptions;
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dword createDataBytes;
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byte createData[1]; // [createDataBytes]
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};
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struct Cli2Srv_GameMgr_JoinGame : GameMsgHeader {
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// Field ordering here is vitally important, see pfGameMgr::JoinGame for explanation
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dword newGameId;
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dword createOptions;
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Uuid gameTypeId;
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dword createDataBytes;
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byte createData[1]; // [createDataBytes]
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};
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// Srv2Cli
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struct Srv2Cli_GameMgr_GameInstance : GameMsgHeader {
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EGameJoinError result;
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dword ownerId;
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Uuid gameTypeId;
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dword newGameId;
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};
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struct Srv2Cli_GameMgr_InviteReceived : GameMsgHeader {
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dword inviterId;
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Uuid gameTypeId;
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dword newGameId;
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};
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struct Srv2Cli_GameMgr_InviteRevoked : GameMsgHeader {
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dword inviterId;
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Uuid gameTypeId;
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dword newGameId;
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};
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//========================================================================
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// GameCli/Srv message structures
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//========================================================================
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// Cli2Srv
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struct Cli2Srv_Game_LeaveGame : GameMsgHeader {
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};
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struct Cli2Srv_Game_Invite : GameMsgHeader {
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dword playerId;
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};
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struct Cli2Srv_Game_Uninvite : GameMsgHeader {
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dword playerId;
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};
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// Srv2Cli
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struct Srv2Cli_Game_PlayerJoined : GameMsgHeader {
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dword playerId;
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};
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struct Srv2Cli_Game_PlayerLeft : GameMsgHeader {
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dword playerId;
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};
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struct Srv2Cli_Game_InviteFailed : GameMsgHeader {
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dword inviteeId;
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dword operationId;
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EGameInviteError error;
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};
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struct Srv2Cli_Game_OwnerChange : GameMsgHeader {
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dword ownerId;
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};
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//============================================================================
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// End networked data structures
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#include <PopPack.h>
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//============================================================================
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/*****************************************************************************
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*
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* Games
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*
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***/
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#include "TicTacToe/pnGmTicTacToe.h"
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#include "Heek/pnGmHeek.h"
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#include "Marker/pnGmMarker.h"
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#include "BlueSpiral/pnGmBlueSpiral.h"
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#include "ClimbingWall/pnGmClimbingWall.h"
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#include "VarSync/pnGmVarSync.h"
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#endif // PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_PNGAMEMGR_H
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