Removed client code which is no longer needed now. Networking still somewhat broken.
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@@ -340,7 +340,7 @@ ServerRecvStateInit::InternalProcess(ServerRecvThread &server, SessionWrapper se
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}
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else if (packet->ToNetPacketStartEvent())
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{
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boost::shared_ptr<PlayerData> tmpPlayerData(
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/*boost::shared_ptr<PlayerData> tmpPlayerData(
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new PlayerData(m_curUniquePlayerId++, 0, PLAYER_TYPE_COMPUTER, PLAYER_RIGHTS_NORMAL));
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tmpPlayerData->SetName("Computer");
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@@ -354,7 +354,7 @@ ServerRecvStateInit::InternalProcess(ServerRecvThread &server, SessionWrapper se
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static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
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server.SendToAllPlayers(thisPlayerJoined);
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server.AddComputerPlayer(tmpPlayerData);
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server.AddComputerPlayer(tmpPlayerData);*/
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server.InternalStartGame();
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server.SetState(SERVER_START_GAME_STATE::Instance());
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@@ -557,7 +557,7 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
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int curRound = curGame.getCurrentHand()->getActualRound();
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curGame.getCurrentHand()->switchRounds();
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if (!curGame.getCurrentHand()->getAllInCondition())
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GameRun(curGame);
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curGame.getCurrentHand()->getCurrentBeRo()->run();
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int newRound = curGame.getCurrentHand()->getActualRound();
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// If round changes, deal cards if needed.
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@@ -714,33 +714,6 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
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return retVal;
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}
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void
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ServerRecvStateStartRound::GameRun(Game &curGame)
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{
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// TODO: no switch needed here if game states are polymorphic
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switch(curGame.getCurrentHand()->getActualRound()) {
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case GAME_STATE_PREFLOP: {
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// Preflop starten
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curGame.getCurrentHand()->getPreflop()->preflopRun();
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} break;
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case GAME_STATE_FLOP: {
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// Flop starten
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curGame.getCurrentHand()->getFlop()->flopRun();
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} break;
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case GAME_STATE_TURN: {
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// Turn starten
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curGame.getCurrentHand()->getTurn()->turnRun();
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} break;
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case GAME_STATE_RIVER: {
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// River starten
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curGame.getCurrentHand()->getRiver()->riverRun();
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} break;
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default: {
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//
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}
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}
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}
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std::list<PlayerInterface *>
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ServerRecvStateStartRound::GetActivePlayers(Game &curGame)
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{
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