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With new binaries in place, master moves everything onto them while the server keeps running (the dashboard's Live update, /liveupdate or SIGUSR2 to master): - database migrations of the new build first; a failure stops there - UGC finishes the jobs it is running (queued rows stay pending), auth restarts, chat hands its teams to master for the next chat server; master starts the new processes and retries ones that don't come back - once the new chat server is up (CHAT_SERVER_READY) every world connects at once and sends its players again (LoginSessionNotify resync, no login logged) - every world instance is replaced with an instance migration: public worlds and private ones (same password) at once, properties after the old instance saved and froze the property (MIGRATE_PREPARE: no building, claiming or saving there any more), activity zones and character select once their players left or after a wait; empty instances just stop, zones in prestart_worlds get a new one first - the dashboard restarts last and picks the status up again Players land where they stood (position carried in CarriedPlayerState, also on properties and Moon Base). Draining instances get no new players (InstanceMigration::AcceptsNewPlayers) and show as "Moving players" in the world list. The order lives in LiveUpdateMachine.h without master state and is unit tested; master's glue is LiveUpdateCoordinator. Master itself is not replaced. Message IDs are appended only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
208 lines
6.5 KiB
C++
208 lines
6.5 KiB
C++
#include "PlayerContainer.h"
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#include "dNetCommon.h"
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#include <iostream>
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#include <algorithm>
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#include "Game.h"
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#include "Logger.h"
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#include "ChatPacketHandler.h"
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#include "GeneralUtils.h"
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#include "BitStreamUtils.h"
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#include "Database.h"
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#include "ServiceType.h"
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#include "ChatPackets.h"
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#include "dConfig.h"
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#include "MessageType/Chat.h"
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#include "ChatWeb.h"
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#include "TeamContainer.h"
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void PlayerContainer::Initialize() {
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m_MaxNumberOfBestFriends =
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GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("max_number_of_best_friends")).value_or(m_MaxNumberOfBestFriends);
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m_MaxNumberOfFriends =
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GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("max_number_of_friends")).value_or(m_MaxNumberOfFriends);
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}
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TeamData::TeamData() {
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lootFlag = Game::config->GetValue("default_team_loot") == "0" ? 0 : 1;
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}
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void PlayerContainer::InsertPlayer(const ChatPackets::LoginSessionNotify& notify, const SystemAddress& sysAddr) {
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// Names longer than ChatPackets::LoginSessionNotify::MAX_NAME_LENGTH were dropped when read
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const LWOOBJID playerId = notify.playerID;
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// A world sending its players to a new chat server (live update): nobody logged in or changed zones
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if (notify.resync) {
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if (m_Players.contains(playerId)) {
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m_Players[playerId].worldServerSysAddr = sysAddr;
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m_PlayersToRemove.erase(playerId);
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return;
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}
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auto& data = m_Players[playerId];
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data = PlayerData();
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data.playerID = playerId;
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data.playerName = notify.playerName;
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data.zoneID = notify.zoneID;
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data.muteExpire = static_cast<time_t>(notify.muteExpire);
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data.gmLevel = notify.gmLevel;
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data.worldServerSysAddr = sysAddr;
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m_Names[data.playerID] = GeneralUtils::UTF8ToUTF16(data.playerName);
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m_PlayerCount++;
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// Their friends list is read again when their client next asks (every zone load); until then the friends
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// they have are what friend updates go to
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ChatPacketHandler::LoadFriends(data);
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m_PlayersToRemove.erase(playerId);
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LOG("Took over user: %s (%llu), zone: %i", data.playerName.c_str(), data.playerID, data.zoneID.GetMapID());
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return;
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}
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auto isLogin = !m_Players.contains(playerId);
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auto& data = m_Players[playerId];
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data = PlayerData();
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data.isLogin = isLogin;
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data.playerID = playerId;
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data.playerName = notify.playerName;
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data.zoneID = notify.zoneID;
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data.muteExpire = static_cast<time_t>(notify.muteExpire);
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data.gmLevel = notify.gmLevel;
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data.worldServerSysAddr = sysAddr;
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m_Names[data.playerID] = GeneralUtils::UTF8ToUTF16(data.playerName);
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m_PlayerCount++;
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LOG("Added user: %s (%llu), zone: %i", data.playerName.c_str(), data.playerID, data.zoneID.GetMapID());
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ChatWeb::SendWSPlayerUpdate(data, isLogin ? eActivityType::PlayerLoggedIn : eActivityType::PlayerChangedZone);
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Database::Get()->UpdateActivityLog(data.playerID, isLogin ? eActivityType::PlayerLoggedIn : eActivityType::PlayerChangedZone, data.zoneID.GetMapID());
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m_PlayersToRemove.erase(playerId);
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}
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void PlayerContainer::ScheduleRemovePlayer(const ChatPackets::UnexpectedDisconnect& notify, const SystemAddress& sysAddr) {
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const LWOOBJID playerID = notify.playerID;
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constexpr float updatePlayerOnLogoutTime = 20.0f;
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if (playerID != LWOOBJID_EMPTY) m_PlayersToRemove.insert_or_assign(playerID, updatePlayerOnLogoutTime);
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}
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void PlayerContainer::Update(const float deltaTime) {
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for (auto it = m_PlayersToRemove.begin(); it != m_PlayersToRemove.end();) {
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auto& [id, time] = *it;
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time -= deltaTime;
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if (time <= 0.0f) {
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RemovePlayer(id);
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it = m_PlayersToRemove.erase(it);
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} else {
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++it;
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}
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}
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}
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void PlayerContainer::RemovePlayer(const LWOOBJID playerID) {
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//Before they get kicked, we need to also send a message to their friends saying that they disconnected.
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const auto& player = GetPlayerData(playerID);
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if (!player) {
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LOG("Failed to find user: %llu", playerID);
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return;
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}
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for (const auto& fr : player.friends) {
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const auto& fd = this->GetPlayerData(fr.friendID);
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if (fd) ChatPacketHandler::SendFriendUpdate(fd, player, 0, fr.isBestFriend);
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}
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auto* team = TeamContainer::GetTeam(playerID);
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if (team != nullptr) {
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TeamContainer::RemoveMember(team, playerID, false, false, true);
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}
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ChatWeb::SendWSPlayerUpdate(player, eActivityType::PlayerLoggedOut);
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m_PlayerCount--;
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LOG("Removed user: %llu", playerID);
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m_Players.erase(playerID);
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Database::Get()->UpdateActivityLog(playerID, eActivityType::PlayerLoggedOut, player.zoneID.GetMapID());
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}
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void PlayerContainer::MuteUpdate(const ChatPackets::GMMute& mute, const SystemAddress& sysAddr) {
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const LWOOBJID playerID = mute.playerID;
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const time_t expire = static_cast<time_t>(mute.expire);
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auto& player = this->GetPlayerDataMutable(playerID);
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if (!player) {
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LOG("Failed to find user: %llu", playerID);
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return;
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}
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player.muteExpire = expire;
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BroadcastMuteUpdate(playerID, expire);
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}
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void PlayerContainer::BroadcastMuteUpdate(LWOOBJID player, time_t time) {
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ChatPackets::GMMute mute;
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mute.playerID = player;
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mute.expire = time;
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mute.Broadcast();
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}
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std::u16string PlayerContainer::GetName(LWOOBJID playerID) {
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const auto iter = m_Names.find(playerID);
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if (iter == m_Names.end()) return u"";
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return iter->second;
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}
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LWOOBJID PlayerContainer::GetId(const std::u16string& playerName) {
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LWOOBJID toReturn = LWOOBJID_EMPTY;
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for (const auto& [id, name] : m_Names) {
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if (name == playerName) {
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toReturn = id;
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break;
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}
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}
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return toReturn;
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}
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// TODO Make this a pointer again or do something to make it so you cant edit the LWOOBJID_EMPTY entry? it should be ignored in all cases anyways though...
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PlayerData& PlayerContainer::GetPlayerDataMutable(const LWOOBJID& playerID) {
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return m_Players.contains(playerID) ? m_Players[playerID] : m_Players[LWOOBJID_EMPTY];
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}
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PlayerData& PlayerContainer::GetPlayerDataMutable(const std::string& playerName) {
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for (auto& [id, player] : m_Players) {
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if (!player) continue;
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if (player.playerName == playerName) return player;
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}
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return m_Players[LWOOBJID_EMPTY];
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}
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const PlayerData& PlayerContainer::GetPlayerData(const LWOOBJID& playerID) {
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return GetPlayerDataMutable(playerID);
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}
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const PlayerData& PlayerContainer::GetPlayerData(const std::string& playerName) {
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return GetPlayerDataMutable(playerName);
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}
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void PlayerContainer::Shutdown() {
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m_Players.erase(LWOOBJID_EMPTY);
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// Handed over to the next chat server (live update): everyone is still online
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if (m_Retiring) {
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m_Players.clear();
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return;
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}
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while (!m_Players.empty()) {
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const auto& [id, playerData] = *m_Players.begin();
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Database::Get()->UpdateActivityLog(id, eActivityType::PlayerLoggedOut, playerData.zoneID.GetMapID());
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m_Players.erase(m_Players.begin());
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}
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}
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