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pokerth/src/net/common/servergamestate.cpp
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/***************************************************************************
* Copyright (C) 2007-2009 by Lothar May *
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* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include <net/servergamestate.h>
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#include <net/servergame.h>
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#include <net/serverlobbythread.h>
#include <net/receiverhelper.h>
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#include <net/senderhelper.h>
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#include <net/netpacket.h>
#include <net/socket_msg.h>
#include <net/serverexception.h>
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#include <gamedata.h>
#include <game.h>
#include <playerinterface.h>
#include <handinterface.h>
#include <boost/bind.hpp>
#include <sstream>
using namespace std;
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//#define SERVER_TEST
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#ifdef SERVER_TEST
#define SERVER_DELAY_NEXT_HAND_SEC 0
#define SERVER_DELAY_NEXT_GAME_SEC 0
#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 0
#define SERVER_DEAL_TURN_CARD_DELAY_SEC 0
#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 0
#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 0
#define SERVER_SHOW_CARDS_DELAY_SEC 0
#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 0
#define SERVER_COMPUTER_ACTION_DELAY_SEC 0
#else
#define SERVER_DELAY_NEXT_HAND_SEC 10
#define SERVER_DELAY_NEXT_GAME_SEC 10
#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
#define SERVER_DEAL_TURN_CARD_DELAY_SEC 2
#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 2
#define SERVER_SHOW_CARDS_DELAY_SEC 2
#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 2
#define SERVER_COMPUTER_ACTION_DELAY_SEC 2
#endif
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#define SERVER_START_GAME_TIMEOUT_SEC 10
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#define SERVER_GAME_ADMIN_WARNING_REMAINING_SEC 60
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#define SERVER_GAME_ADMIN_TIMEOUT_SEC 300 // 5 min, MUST be > SERVER_GAME_ADMIN_WARNING_REMAINING_SEC
#define SERVER_VOTE_KICK_TIMEOUT_SEC 30
#define SERVER_LOOP_DELAY_MSEC 20
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// Helper functions
// TODO: these are hacks.
static void SendPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInterface> player)
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{
if (!player.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
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boost::shared_ptr<NetPacket> notifyActionDone(new NetPacketPlayersActionDone);
NetPacketPlayersActionDone::Data actionDoneData;
actionDoneData.gameState = server.GetCurRound();
actionDoneData.playerId = player->getMyUniqueID();
actionDoneData.playerAction = static_cast<PlayerAction>(player->getMyAction());
actionDoneData.totalPlayerBet = player->getMySet();
actionDoneData.playerMoney = player->getMyCash();
actionDoneData.highestSet = server.GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet();
actionDoneData.minimumRaise = server.GetGame().getCurrentHand()->getCurrentBeRo()->getMinimumRaise();
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static_cast<NetPacketPlayersActionDone *>(notifyActionDone.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifyActionDone, SessionData::Game);
}
static void SendNewRoundCards(ServerGame &server, Game &curGame, int state)
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{
// TODO: no switch needed here if game states are polymorphic
switch(state) {
case GAME_STATE_PREFLOP: {
// nothing to do
} break;
case GAME_STATE_FLOP: {
// deal flop cards
int cards[5];
curGame.getCurrentHand()->getBoard()->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketDealFlopCards);
NetPacketDealFlopCards::Data notifyCardsData;
for (int num = 0; num < 3; num++)
notifyCardsData.flopCards[num] = static_cast<u_int16_t>(cards[num]);
static_cast<NetPacketDealFlopCards *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards, SessionData::Game);
} break;
case GAME_STATE_TURN: {
// deal turn card
int cards[5];
curGame.getCurrentHand()->getBoard()->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketDealTurnCard);
NetPacketDealTurnCard::Data notifyCardsData;
notifyCardsData.turnCard = static_cast<u_int16_t>(cards[3]);
static_cast<NetPacketDealTurnCard *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards, SessionData::Game);
} break;
case GAME_STATE_RIVER: {
// deal river card
int cards[5];
curGame.getCurrentHand()->getBoard()->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketDealRiverCard);
NetPacketDealRiverCard::Data notifyCardsData;
notifyCardsData.riverCard = static_cast<u_int16_t>(cards[4]);
static_cast<NetPacketDealRiverCard *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards, SessionData::Game);
} break;
default: {
//
}
}
}
static void StartNewHand(ServerGame &server)
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{
// Initialize hand.
Game &curGame = server.GetGame();
curGame.initHand();
// HACK: Skip GUI notification run
curGame.getCurrentHand()->getFlop()->skipFirstRunGui();
curGame.getCurrentHand()->getTurn()->skipFirstRunGui();
curGame.getCurrentHand()->getRiver()->skipFirstRunGui();
// Consider all players, even inactive.
PlayerListIterator i = curGame.getSeatsList()->begin();
PlayerListIterator end = curGame.getSeatsList()->end();
// Send cards to all players.
while (i != end)
{
// also send to inactive players, but not to disconnected players.
boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
if (tmpPlayer->getNetSessionData().get())
{
int cards[2];
tmpPlayer->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketHandStart);
NetPacketHandStart::Data handStartData;
handStartData.yourCards[0] = static_cast<unsigned>(cards[0]);
handStartData.yourCards[1] = static_cast<unsigned>(cards[1]);
handStartData.smallBlind = curGame.getCurrentHand()->getSmallBlind();
static_cast<NetPacketHandStart *>(notifyCards.get())->SetData(handStartData);
tmpPlayer->getNetSessionData()->GetSender().Send(tmpPlayer->getNetSessionData(), notifyCards);
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}
++i;
}
// Start hand.
curGame.startHand();
// Auto small blind / big blind at the beginning of hand.
i = curGame.getActivePlayerList()->begin();
end = curGame.getActivePlayerList()->end();
while (i != end)
{
boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
if (tmpPlayer->getMyButton() == BUTTON_SMALL_BLIND)
{
boost::shared_ptr<NetPacket> notifySmallBlind(new NetPacketPlayersActionDone);
NetPacketPlayersActionDone::Data actionDoneData;
actionDoneData.gameState = GAME_STATE_PREFLOP_SMALL_BLIND;
actionDoneData.playerId = tmpPlayer->getMyUniqueID();
actionDoneData.playerAction = (PlayerAction)tmpPlayer->getMyAction();
actionDoneData.totalPlayerBet = tmpPlayer->getMySet();
actionDoneData.playerMoney = tmpPlayer->getMyCash();
actionDoneData.highestSet = server.GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet();
actionDoneData.minimumRaise = server.GetGame().getCurrentHand()->getCurrentBeRo()->getMinimumRaise();
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static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifySmallBlind, SessionData::Game);
break;
}
++i;
}
i = curGame.getActivePlayerList()->begin();
end = curGame.getActivePlayerList()->end();
while (i != end)
{
boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
if (tmpPlayer->getMyButton() == BUTTON_BIG_BLIND)
{
boost::shared_ptr<NetPacket> notifyBigBlind(new NetPacketPlayersActionDone);
NetPacketPlayersActionDone::Data actionDoneData;
actionDoneData.gameState = GAME_STATE_PREFLOP_BIG_BLIND;
actionDoneData.playerId = tmpPlayer->getMyUniqueID();
actionDoneData.playerAction = (PlayerAction)tmpPlayer->getMyAction();
actionDoneData.totalPlayerBet = tmpPlayer->getMySet();
actionDoneData.playerMoney = tmpPlayer->getMyCash();
actionDoneData.highestSet = server.GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet();
actionDoneData.minimumRaise = server.GetGame().getCurrentHand()->getCurrentBeRo()->getMinimumRaise();
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static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifyBigBlind, SessionData::Game);
break;
}
++i;
}
}
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static void PerformPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInterface> player, PlayerAction action, int bet)
{
Game &curGame = server.GetGame();
if (!player.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
player->setMyAction(action);
// Only change the player bet if action is not fold/check
if (action != PLAYER_ACTION_FOLD && action != PLAYER_ACTION_CHECK)
{
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player->setMySet(bet);
// update minimumRaise
switch(action) {
case PLAYER_ACTION_BET: {
curGame.getCurrentHand()->getCurrentBeRo()->setMinimumRaise(bet);
} break;
case PLAYER_ACTION_RAISE: {
curGame.getCurrentHand()->getCurrentBeRo()->setMinimumRaise(player->getMySet() - curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet());
} break;
case PLAYER_ACTION_ALLIN: {
if(player->getMySet() - curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet() > curGame.getCurrentHand()->getCurrentBeRo()->getMinimumRaise()) {
curGame.getCurrentHand()->getCurrentBeRo()->setMinimumRaise(player->getMySet() - curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet());
}
} break;
default: {
}
}
// update highestSet
if (player->getMySet() > curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet())
curGame.getCurrentHand()->getCurrentBeRo()->setHighestSet(player->getMySet());
// Update total sets.
curGame.getCurrentHand()->getBoard()->collectSets();
}
SendPlayerAction(server, player);
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}
//-----------------------------------------------------------------------------
ServerGameState::~ServerGameState()
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{
}
//-----------------------------------------------------------------------------
AbstractServerGameStateReceiving::~AbstractServerGameStateReceiving()
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{
}
int
AbstractServerGameStateReceiving::ProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
// This is the receive loop for the server.
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->IsClientActivity())
session.sessionData->ResetActivityTimer();
if (packet->ToNetPacketRetrievePlayerInfo())
{
// Delegate to Lobby.
server.GetLobbyThread().HandleGameRetrievePlayerInfo(session, *packet->ToNetPacketRetrievePlayerInfo());
}
else if (packet->ToNetPacketRetrieveAvatar())
{
// Delegate to Lobby.
server.GetLobbyThread().HandleGameRetrieveAvatar(session, *packet->ToNetPacketRetrieveAvatar());
}
else if (packet->ToNetPacketLeaveCurrentGame())
{
server.MoveSessionToLobby(session, NTF_NET_REMOVED_ON_REQUEST);
}
else if (packet->ToNetPacketKickPlayer())
{
// Only admins are allowed to kick, and only in the lobby.
// After leaving the lobby, a vote needs to be initiated to kick.
if (session.playerData->GetRights() == PLAYER_RIGHTS_ADMIN && !server.IsRunning())
{
NetPacketKickPlayer::Data kickPlayerData;
packet->ToNetPacketKickPlayer()->GetData(kickPlayerData);
server.InternalKickPlayer(kickPlayerData.playerId);
}
}
else if (packet->ToNetPacketAskKickPlayer())
{
if (session.playerData)
{
NetPacketAskKickPlayer::Data askKickData;
packet->ToNetPacketAskKickPlayer()->GetData(askKickData);
server.InternalAskVoteKick(session, askKickData.playerId, SERVER_VOTE_KICK_TIMEOUT_SEC);
}
}
else if (packet->ToNetPacketVoteKickPlayer())
{
if (session.playerData)
{
NetPacketVoteKickPlayer::Data voteData;
packet->ToNetPacketVoteKickPlayer()->GetData(voteData);
server.InternalVoteKick(session, voteData.petitionId, voteData.vote);
}
}
// Chat text is always allowed.
else if (packet->ToNetPacketSendChatText())
{
if (session.playerData) // Only forward if this player is known.
{
// Forward chat text to all players.
// TODO: Some limitation needed.
NetPacketSendChatText::Data inChatData;
packet->ToNetPacketSendChatText()->GetData(inChatData);
boost::shared_ptr<NetPacket> outChat(new NetPacketChatText);
NetPacketChatText::Data outChatData;
outChatData.playerId = session.playerData->GetUniqueId();
outChatData.text = inChatData.text;
static_cast<NetPacketChatText *>(outChat.get())->SetData(outChatData);
server.SendToAllPlayers(outChat, SessionData::Game);
}
}
else if (packet->ToNetPacketUnsubscribeGameList())
{
// We can do this directly in this thread.
session.sessionData->ResetWantsLobbyMsg();
}
else if (packet->ToNetPacketResubscribeGameList())
{
// This needs to be performed in the lobby thread,
// because a new game list needs to be sent.
if (!session.sessionData->WantsLobbyMsg())
server.GetLobbyThread().ResubscribeLobbyMsg(session);
}
else
{
// Packet processing in subclass.
retVal = InternalProcessPacket(server, session, packet);
}
return retVal;
}
//-----------------------------------------------------------------------------
ServerGameStateInit ServerGameStateInit::s_state;
ServerGameStateInit &
ServerGameStateInit::Instance()
{
return s_state;
}
ServerGameStateInit::ServerGameStateInit()
{
}
ServerGameStateInit::~ServerGameStateInit()
{
}
void
ServerGameStateInit::Enter(ServerGame &server)
{
RegisterAdminTimer(server);
}
void
ServerGameStateInit::Exit(ServerGame &server)
{
UnregisterAdminTimer(server);
}
void
ServerGameStateInit::NotifyGameAdminChanged(ServerGame &server)
{
UnregisterAdminTimer(server);
RegisterAdminTimer(server);
}
void
ServerGameStateInit::HandleNewSession(ServerGame &server, SessionWrapper session)
{
if (session.sessionData.get() && session.playerData.get())
{
size_t curNumPlayers = server.GetCurNumberOfPlayers();
// Check the number of players.
if (curNumPlayers >= (size_t)server.GetGameData().maxNumberOfPlayers)
{
server.MoveSessionToLobby(session, NTF_NET_REMOVED_GAME_FULL);
}
// Check whether the client supports the current game.
else if ((size_t)server.GetGameData().maxNumberOfPlayers > session.sessionData->GetMaxNumPlayers())
{
server.MoveSessionToLobby(session, NTF_NET_REMOVED_GAME_FULL);
}
else
{
if (session.playerData->GetUniqueId() == server.GetAdminPlayerId())
{
// This is the admin player.
session.playerData->SetRights(PLAYER_RIGHTS_ADMIN);
}
// Send ack to client.
boost::shared_ptr<NetPacket> joinGameAck(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.gameId = server.GetId();
joinGameAckData.prights = session.playerData->GetRights();
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(joinGameAck.get())->SetData(joinGameAckData);
session.sessionData->GetSender().Send(session.sessionData, joinGameAck);
// Send notifications for connected players to client.
PlayerDataList tmpPlayerList = server.GetFullPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
session.sessionData->GetSender().Send(session.sessionData, CreateNetPacketPlayerJoined(*(*player_i)));
++player_i;
}
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*session.playerData), SessionData::Game);
// Accept session.
server.GetSessionManager().AddSession(session);
// Notify lobby.
server.GetLobbyThread().NotifyPlayerJoinedGame(server.GetId(), session.playerData->GetUniqueId());
}
}
}
void
ServerGameStateInit::RegisterAdminTimer(ServerGame &server)
{
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
(SERVER_GAME_ADMIN_TIMEOUT_SEC - SERVER_GAME_ADMIN_WARNING_REMAINING_SEC) * 1000,
boost::bind(&ServerGameStateInit::TimerAdminWarning, this, boost::ref(server))));
}
void
ServerGameStateInit::UnregisterAdminTimer(ServerGame &server)
{
server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
server.SetStateTimerId(0);
}
void
ServerGameStateInit::TimerAdminWarning(ServerGame &server)
{
// Find game admin.
SessionWrapper session = server.GetSessionManager().GetSessionByUniquePlayerId(server.GetAdminPlayerId());
if (session.sessionData.get())
{
// Send him a warning.
boost::shared_ptr<NetPacket> warning(new NetPacketTimeoutWarning);
NetPacketTimeoutWarning::Data warningData;
warningData.timeoutReason = NETWORK_TIMEOUT_GAME_ADMIN_IDLE;
warningData.remainingSeconds = SERVER_GAME_ADMIN_WARNING_REMAINING_SEC;
static_cast<NetPacketTimeoutWarning *>(warning.get())->SetData(warningData);
session.sessionData->GetSender().Send(session.sessionData, warning);
}
// Start timeout timer.
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_GAME_ADMIN_WARNING_REMAINING_SEC * 1000,
boost::bind(&ServerGameStateInit::TimerAdminTimeout, this, boost::ref(server))));
}
void
ServerGameStateInit::TimerAdminTimeout(ServerGame &server)
{
// Find game admin.
SessionWrapper session = server.GetSessionManager().GetSessionByUniquePlayerId(server.GetAdminPlayerId());
if (session.sessionData.get())
{
// Remove him from the game.
server.MoveSessionToLobby(session, NTF_NET_REMOVED_TIMEOUT);
}
}
int
ServerGameStateInit::InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketStartEvent())
{
// Only admins are allowed to start the game.
if (session.playerData->GetRights() == PLAYER_RIGHTS_ADMIN)
{
NetPacketStartEvent::Data startData;
packet->ToNetPacketStartEvent()->GetData(startData);
// Fill up with computer players.
server.ResetComputerPlayerList();
if (startData.fillUpWithCpuPlayers)
{
int remainingSlots = server.GetGameData().maxNumberOfPlayers - server.GetCurNumberOfPlayers();
for (int i = 1; i <= remainingSlots; i++)
{
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(server.GetLobbyThread().GetNextUniquePlayerId(), 0, PLAYER_TYPE_COMPUTER, PLAYER_RIGHTS_NORMAL));
ostringstream name;
name << SERVER_COMPUTER_PLAYER_NAME << i;
tmpPlayerData->SetName(name.str());
server.AddComputerPlayer(tmpPlayerData);
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*tmpPlayerData), SessionData::Game);
// Notify lobby.
server.GetLobbyThread().NotifyPlayerJoinedGame(server.GetId(), tmpPlayerData->GetUniqueId());
}
}
// Wait for all players to confirm start of game.
server.SendToAllPlayers(boost::shared_ptr<NetPacket>(packet->Clone()), SessionData::Game);
server.SetState(ServerGameStateStartGame::Instance());
}
}
else if (packet->ToNetPacketResetTimeout())
{
if (session.playerData->GetRights() == PLAYER_RIGHTS_ADMIN)
{
UnregisterAdminTimer(server);
RegisterAdminTimer(server);
}
}
else
{
server.SessionError(session, ERR_SOCK_INVALID_PACKET);
}
return retVal;
}
boost::shared_ptr<NetPacket>
ServerGameStateInit::CreateNetPacketPlayerJoined(const PlayerData &playerData)
{
boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data thisPlayerJoinedData;
thisPlayerJoinedData.playerId = playerData.GetUniqueId();
thisPlayerJoinedData.prights = playerData.GetRights();
static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
return thisPlayerJoined;
}
//-----------------------------------------------------------------------------
ServerGameStateStartGame ServerGameStateStartGame::s_state;
ServerGameStateStartGame &
ServerGameStateStartGame::Instance()
{
return s_state;
}
ServerGameStateStartGame::ServerGameStateStartGame()
{
}
ServerGameStateStartGame::~ServerGameStateStartGame()
{
}
void
ServerGameStateStartGame::Enter(ServerGame &server)
{
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_START_GAME_TIMEOUT_SEC * 1000,
boost::bind(&ServerGameStateStartGame::TimerTimeout, this, boost::ref(server))));
}
void
ServerGameStateStartGame::Exit(ServerGame &server)
{
// The Id might be invalid, but this is not a problem.
server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
server.SetStateTimerId(0);
}
void
ServerGameStateStartGame::HandleNewSession(ServerGame &server, SessionWrapper session)
{
// Do not accept new sessions in this state.
server.MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
ServerGameStateStartGame::InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketStartEventAck())
{
session.sessionData->SetReadyFlag();
if (server.GetSessionManager().CountReadySessions() == server.GetSessionManager().GetRawSessionCount())
{
// Everyone is ready.
server.GetSessionManager().ResetAllReadyFlags();
DoStart(server);
retVal = MSG_SOCK_INIT_DONE;
}
}
return retVal;
}
void
ServerGameStateStartGame::TimerTimeout(ServerGame &server)
{
// On timeout: start anyway.
server.GetSessionManager().ResetAllReadyFlags();
// TODO report successful start! -> new callback?!
//retVal = MSG_SOCK_INIT_DONE;
DoStart(server);
}
void
ServerGameStateStartGame::DoStart(ServerGame &server)
{
PlayerDataList tmpPlayerList = server.GetFullPlayerDataList();
if (tmpPlayerList.size() <= 1)
{
if (!tmpPlayerList.empty())
{
boost::shared_ptr<PlayerData> tmpPlayer(tmpPlayerList.front());
SessionWrapper tmpSession = server.GetSessionManager().GetSessionByUniquePlayerId(tmpPlayer->GetUniqueId());
if (tmpSession.sessionData.get())
server.MoveSessionToLobby(tmpSession, NTF_NET_REMOVED_START_FAILED);
}
}
else
{
server.InternalStartGame();
boost::shared_ptr<NetPacket> answer(new NetPacketGameStart);
NetPacketGameStart::Data gameStartData;
gameStartData.startData = server.GetStartData();
// Send player order to clients.
// Assume player list is sorted by number.
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
NetPacketGameStart::PlayerSlot tmpPlayerSlot;
tmpPlayerSlot.playerId = (*player_i)->GetUniqueId();
gameStartData.playerSlots.push_back(tmpPlayerSlot);
++player_i;
}
static_cast<NetPacketGameStart *>(answer.get())->SetData(gameStartData);
server.SendToAllPlayers(answer, SessionData::Game);
// Start the first hand.
StartNewHand(server);
server.SetState(ServerGameStateHand::Instance());
}
}
//-----------------------------------------------------------------------------
ServerGameStateHand ServerGameStateHand::s_state;
ServerGameStateHand &
ServerGameStateHand::Instance()
{
return s_state;
}
ServerGameStateHand::ServerGameStateHand()
{
}
ServerGameStateHand::~ServerGameStateHand()
{
}
void
ServerGameStateHand::Enter(ServerGame &server)
{
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_LOOP_DELAY_MSEC,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server))));
}
void
ServerGameStateHand::Exit(ServerGame &server)
{
// The Id might be invalid, but this is not a problem.
server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
server.SetStateTimerId(0);
}
void
ServerGameStateHand::HandleNewSession(ServerGame &server, SessionWrapper session)
{
// Do not accept new sessions in this state.
server.MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
ServerGameStateHand::InternalProcessPacket(ServerGame &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
{
// TODO: maybe reject packet.
return MSG_SOCK_INTERNAL_PENDING;
}
void
ServerGameStateHand::TimerLoop(ServerGame &server)
{
server.SetStateTimerId(0);
Game &curGame = server.GetGame();
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// Main game loop.
int curRound = curGame.getCurrentHand()->getCurrentRound();
curGame.getCurrentHand()->switchRounds();
if (!curGame.getCurrentHand()->getAllInCondition())
curGame.getCurrentHand()->getCurrentBeRo()->run();
int newRound = curGame.getCurrentHand()->getCurrentRound();
// If round changes, deal cards if needed.
if (newRound != curRound && newRound != GAME_STATE_POST_RIVER)
{
if (newRound <= curRound)
throw ServerException(__FILE__, __LINE__, ERR_NET_INVALID_GAME_ROUND, 0);
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// Retrieve non-fold players. If only one player is left, no cards are shown.
list<boost::shared_ptr<PlayerInterface> > nonFoldPlayers = *curGame.getActivePlayerList();
nonFoldPlayers.remove_if(boost::bind(&PlayerInterface::getMyAction, _1) == PLAYER_ACTION_FOLD);
if (curGame.getCurrentHand()->getAllInCondition()
&& !curGame.getCurrentHand()->getCardsShown()
&& nonFoldPlayers.size() > 1)
{
// Send cards of all active players to all players (all in).
boost::shared_ptr<NetPacket> allIn(new NetPacketAllInShowCards);
NetPacketAllInShowCards::Data allInData;
PlayerListConstIterator i = nonFoldPlayers.begin();
PlayerListConstIterator end = nonFoldPlayers.end();
while (i != end)
{
NetPacketAllInShowCards::PlayerCards tmpPlayerCards;
tmpPlayerCards.playerId = (*i)->getMyUniqueID();
int tmpCards[2];
(*i)->getMyCards(tmpCards);
tmpPlayerCards.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
tmpPlayerCards.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
allInData.playerCards.push_back(tmpPlayerCards);
++i;
}
static_cast<NetPacketAllInShowCards *>(allIn.get())->SetData(allInData);
server.SendToAllPlayers(allIn, SessionData::Game);
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curGame.getCurrentHand()->setCardsShown(true);
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_SHOW_CARDS_DELAY_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server))));
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}
else
{
SendNewRoundCards(server, curGame, newRound);
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server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
GetDealCardsDelaySec(server) * 1000,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server))));
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}
}
else
{
if (newRound != GAME_STATE_POST_RIVER) // continue hand
{
if (curGame.getCurrentHand()->getAllInCondition())
throw ServerException(__FILE__, __LINE__, ERR_NET_INTERNAL_GAME_ERROR, 0);
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// Retrieve current player.
boost::shared_ptr<PlayerInterface> curPlayer = curGame.getCurrentPlayer();
if (!curPlayer.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
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if (!curPlayer->getMyActiveStatus())
throw ServerException(__FILE__, __LINE__, ERR_NET_PLAYER_NOT_ACTIVE, 0);
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boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
NetPacketPlayersTurn::Data playersTurnData;
playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getCurrentRound();
playersTurnData.playerId = curPlayer->getMyUniqueID();
static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
server.SendToAllPlayers(notification, SessionData::Game);
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// If the player is computer controlled, let the engine act.
if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
{
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_COMPUTER_ACTION_DELAY_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerComputerAction, this, boost::ref(server))));
}
// If the player we are waiting for left, continue without him.
else if (!server.GetSessionManager().IsPlayerConnected(curPlayer->getMyName()))
{
PerformPlayerAction(server, curPlayer, PLAYER_ACTION_FOLD, 0);
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_LOOP_DELAY_MSEC,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server))));
}
else
{
server.SetState(ServerGameStateWaitPlayerAction::Instance());
}
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}
else // hand is over
{
// Engine will find out who won.
curGame.getCurrentHand()->getCurrentBeRo()->postRiverRun();
// Retrieve non-fold players. If only one player is left, no cards are shown.
list<boost::shared_ptr<PlayerInterface> > nonFoldPlayers = *curGame.getActivePlayerList();
nonFoldPlayers.remove_if(boost::bind(&PlayerInterface::getMyAction, _1) == PLAYER_ACTION_FOLD);
if (nonFoldPlayers.size() == 1)
{
// End of Hand, but keep cards hidden.
boost::shared_ptr<PlayerInterface> player = nonFoldPlayers.front();
boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandHideCards);
NetPacketEndOfHandHideCards::Data endHandData;
endHandData.playerId = player->getMyUniqueID();
endHandData.moneyWon = player->getLastMoneyWon();
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endHandData.playerMoney = player->getMyCash();
static_cast<NetPacketEndOfHandHideCards *>(endHand.get())->SetData(endHandData);
server.SendToAllPlayers(endHand, SessionData::Game);
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}
else
{
// End of Hand - show cards of active players.
boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandShowCards);
NetPacketEndOfHandShowCards::Data endHandData;
PlayerListConstIterator i = nonFoldPlayers.begin();
PlayerListConstIterator end = nonFoldPlayers.end();
while (i != end)
{
NetPacketEndOfHandShowCards::PlayerResult tmpPlayerResult;
tmpPlayerResult.playerId = (*i)->getMyUniqueID();
int tmpCards[2];
int bestHandPos[5];
(*i)->getMyCards(tmpCards);
tmpPlayerResult.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
tmpPlayerResult.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
(*i)->getMyBestHandPosition(bestHandPos);
for (int num = 0; num < 5; num++)
tmpPlayerResult.bestHandPos[num] = bestHandPos[num];
tmpPlayerResult.valueOfCards = (*i)->getMyCardsValueInt();
tmpPlayerResult.moneyWon = (*i)->getLastMoneyWon();
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tmpPlayerResult.playerMoney = (*i)->getMyCash();
endHandData.playerResults.push_back(tmpPlayerResult);
++i;
}
static_cast<NetPacketEndOfHandShowCards *>(endHand.get())->SetData(endHandData);
server.SendToAllPlayers(endHand, SessionData::Game);
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}
// Remove disconnected players. This is the one and only place to do this.
server.RemoveDisconnectedPlayers();
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// Start next hand - if enough players are left.
list<boost::shared_ptr<PlayerInterface> > playersWithCash = *curGame.getActivePlayerList();
playersWithCash.remove_if(boost::bind(&PlayerInterface::getMyCash, _1) < 1);
if (playersWithCash.empty())
{
// No more players left - restart.
server.SetState(SERVER_INITIAL_STATE::Instance());
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}
else if (playersWithCash.size() == 1)
{
// View a dialog for a new game - delayed.
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_DELAY_NEXT_GAME_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerNextGame, this, boost::ref(server))));
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}
else
{
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_DELAY_NEXT_HAND_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerNextHand, this, boost::ref(server))));
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}
}
}
}
void
ServerGameStateHand::TimerShowCards(ServerGame &server)
{
Game &curGame = server.GetGame();
SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getCurrentRound());
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
GetDealCardsDelaySec(server) * 1000,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server))));
}
void
ServerGameStateHand::TimerComputerAction(ServerGame &server)
{
boost::shared_ptr<PlayerInterface> tmpPlayer = server.GetGame().getCurrentPlayer();
tmpPlayer->action();
SendPlayerAction(server, tmpPlayer);
TimerLoop(server);
}
void
ServerGameStateHand::TimerNextHand(ServerGame &server)
{
StartNewHand(server);
TimerLoop(server);
}
void
ServerGameStateHand::TimerNextGame(ServerGame &server)
{
Game &curGame = server.GetGame();
// The game has ended. Notify all clients.
boost::shared_ptr<PlayerInterface> winnerPlayer;
PlayerListIterator i = curGame.getActivePlayerList()->begin();
PlayerListIterator end = curGame.getActivePlayerList()->end();
while (i != end)
{
winnerPlayer = *i;
if (winnerPlayer->getMyCash() > 0)
break;
++i;
}
boost::shared_ptr<NetPacket> endGame(new NetPacketEndOfGame);
NetPacketEndOfGame::Data endGameData;
endGameData.winnerPlayerId = winnerPlayer->getMyUniqueID();
static_cast<NetPacketEndOfGame *>(endGame.get())->SetData(endGameData);
server.SendToAllPlayers(endGame, SessionData::Game);
// Wait for the start of a new game.
server.ResetComputerPlayerList();
server.ResetGame();
server.GetLobbyThread().NotifyReopeningGame(server.GetId());
server.SetState(ServerGameStateInit::Instance());
}
int
ServerGameStateHand::GetDealCardsDelaySec(ServerGame &server)
{
Game &curGame = server.GetGame();
int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
int delay = 0;
switch(curGame.getCurrentHand()->getCurrentRound())
{
case GAME_STATE_FLOP:
delay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
break;
case GAME_STATE_TURN:
delay = SERVER_DEAL_TURN_CARD_DELAY_SEC + allInDelay;
break;
case GAME_STATE_RIVER:
delay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
break;
}
return delay;
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}
//-----------------------------------------------------------------------------
ServerGameStateWaitPlayerAction ServerGameStateWaitPlayerAction::s_state;
ServerGameStateWaitPlayerAction &
ServerGameStateWaitPlayerAction::Instance()
{
return s_state;
}
ServerGameStateWaitPlayerAction::ServerGameStateWaitPlayerAction()
{
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}
ServerGameStateWaitPlayerAction::~ServerGameStateWaitPlayerAction()
{
}
void
ServerGameStateWaitPlayerAction::Enter(ServerGame &server)
{
#ifdef SERVER_TEST
int timeoutSec = 0;
#else
int timeoutSec = server.GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
#endif
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
timeoutSec * 1000,
boost::bind(&ServerGameStateWaitPlayerAction::TimerTimeout, this, boost::ref(server))));
}
void
ServerGameStateWaitPlayerAction::Exit(ServerGame &server)
{
// The Id might be invalid, but this is not a problem.
server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
server.SetStateTimerId(0);
}
void
ServerGameStateWaitPlayerAction::HandleNewSession(ServerGame &server, SessionWrapper session)
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{
// Do not accept new sessions in this state.
server.MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
int
ServerGameStateWaitPlayerAction::InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketPlayersAction())
{
NetPacketPlayersAction::Data actionData;
packet->ToNetPacketPlayersAction()->GetData(actionData);
Game &curGame = server.GetGame();
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boost::shared_ptr<PlayerInterface> tmpPlayer = curGame.getPlayerByUniqueId(session.playerData->GetUniqueId());
if (!tmpPlayer.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_UNKNOWN_PLAYER_ID, 0);
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// Check whether this is the correct round.
PlayerActionCode code = ACTION_CODE_VALID;
if (curGame.getCurrentHand()->getCurrentRound() != actionData.gameState)
code = ACTION_CODE_INVALID_STATE;
// Check whether this is the correct player.
boost::shared_ptr<PlayerInterface> curPlayer = server.GetGame().getCurrentPlayer();
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if (code == ACTION_CODE_VALID
&& (curPlayer->getMyUniqueID() != tmpPlayer->getMyUniqueID()))
{
code = ACTION_CODE_NOT_YOUR_TURN;
}
// If the client omitted some values, fill them in.
if (actionData.playerAction == PLAYER_ACTION_CALL && actionData.playerBet == 0)
{
if (curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet() >= tmpPlayer->getMySet() + tmpPlayer->getMyCash())
actionData.playerAction = PLAYER_ACTION_ALLIN;
else
actionData.playerBet = curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet() - tmpPlayer->getMySet();
}
if (actionData.playerAction == PLAYER_ACTION_ALLIN && actionData.playerBet == 0)
actionData.playerBet = tmpPlayer->getMyCash();
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// Check whether the action is valid.
if (code == ACTION_CODE_VALID
&& (tmpPlayer->checkMyAction(
actionData.playerAction,
actionData.playerBet,
curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet(),
curGame.getCurrentHand()->getCurrentBeRo()->getMinimumRaise(),
curGame.getCurrentHand()->getSmallBlind()) != 0))
{
code = ACTION_CODE_NOT_ALLOWED;
}
if (code == ACTION_CODE_VALID)
{
PerformPlayerAction(server, tmpPlayer, actionData.playerAction, actionData.playerBet);
server.SetState(ServerGameStateHand::Instance());
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retVal = MSG_NET_GAME_SERVER_ACTION;
}
else
{
// Send reject message.
boost::shared_ptr<NetPacket> reject(new NetPacketPlayersActionRejected);
NetPacketPlayersActionRejected::Data rejectData;
rejectData.gameState = actionData.gameState;
rejectData.playerAction = actionData.playerAction;
rejectData.playerBet = actionData.playerBet;
rejectData.rejectionReason = code;
static_cast<NetPacketPlayersActionRejected *>(reject.get())->SetData(rejectData);
session.sessionData->GetSender().Send(session.sessionData, reject);
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}
}
return retVal;
}
void
ServerGameStateWaitPlayerAction::TimerTimeout(ServerGame &server)
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{
Game &curGame = server.GetGame();
// Retrieve current player.
boost::shared_ptr<PlayerInterface> curPlayer = curGame.getCurrentPlayer();
if (!curPlayer.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
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// Player did not act fast enough. Act for him.
if (curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet() == curPlayer->getMySet())
PerformPlayerAction(server, curPlayer, PLAYER_ACTION_CHECK, 0);
else
PerformPlayerAction(server, curPlayer, PLAYER_ACTION_FOLD, 0);
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server.SetState(ServerGameStateHand::Instance());
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}
//-----------------------------------------------------------------------------