Cleaned up some networking code. Total sets are now calculated by the client.
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@@ -180,6 +180,23 @@ ServerRecvStateReceiving::Process(ServerRecvThread &server)
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//-----------------------------------------------------------------------------
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ServerRecvStateTimer::ServerRecvStateTimer()
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{
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}
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ServerRecvStateTimer::~ServerRecvStateTimer()
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{
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}
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void
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ServerRecvStateTimer::Init()
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{
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m_timer.reset();
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m_timer.start();
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}
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//-----------------------------------------------------------------------------
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ServerRecvStateInit &
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ServerRecvStateInit::Instance()
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{
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@@ -436,7 +453,6 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
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actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
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actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
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actionDoneData.playerMoney = playerArray[i]->getMyCash();
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actionDoneData.curHandBets = playerArray[i]->getMySet(); // first bet only
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static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
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server.SendToAllPlayers(notifySmallBlind);
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break;
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@@ -453,7 +469,6 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
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actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
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actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
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actionDoneData.playerMoney = playerArray[i]->getMyCash();
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actionDoneData.curHandBets = curGame.getCurrentHand()->getBoard()->getSets();
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static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
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server.SendToAllPlayers(notifyBigBlind);
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break;
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@@ -530,9 +545,6 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
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server.SendToAllPlayers(allIn);
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curGame.getCurrentHand()->setCardsShown(true);
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boost::microsec_timer delayTimer;
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delayTimer.start();
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ServerRecvStateShowCardsDelay::Instance().SetTimer(delayTimer);
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server.SetState(ServerRecvStateShowCardsDelay::Instance());
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retVal = MSG_NET_GAME_SERVER_CARDS_DELAY;
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}
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@@ -540,9 +552,6 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
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{
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SendNewRoundCards(server, curGame, newRound);
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boost::microsec_timer delayTimer;
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delayTimer.start();
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ServerRecvStateDealCardsDelay::Instance().SetTimer(delayTimer);
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server.SetState(ServerRecvStateDealCardsDelay::Instance());
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retVal = MSG_NET_GAME_SERVER_CARDS_DELAY;
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}
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@@ -636,9 +645,6 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
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server.SetState(ServerRecvStateFinal::Instance()); // TODO
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else
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{
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boost::microsec_timer delayTimer;
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delayTimer.start();
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ServerRecvStateNextHand::Instance().SetTimer(delayTimer);
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server.SetState(ServerRecvStateNextHand::Instance());
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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}
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@@ -777,7 +783,6 @@ ServerRecvStateWaitPlayerAction::PerformPlayerAction(ServerRecvThread &server, P
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actionDoneData.playerAction = static_cast<PlayerAction>(player->getMyAction());
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actionDoneData.totalPlayerBet = player->getMySet();
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actionDoneData.playerMoney = player->getMyCash();
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actionDoneData.curHandBets = curGame.getCurrentHand()->getBoard()->getSets();
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static_cast<NetPacketPlayersActionDone *>(notifyActionDone.get())->SetData(actionDoneData);
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server.SendToAllPlayers(notifyActionDone);
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}
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@@ -849,12 +854,6 @@ ServerRecvStateDealCardsDelay::~ServerRecvStateDealCardsDelay()
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{
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}
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void
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ServerRecvStateDealCardsDelay::SetTimer(const boost::microsec_timer &timer)
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{
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m_delayTimer = timer;
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}
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int
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ServerRecvStateDealCardsDelay::Process(ServerRecvThread &server)
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{
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@@ -863,24 +862,23 @@ ServerRecvStateDealCardsDelay::Process(ServerRecvThread &server)
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Game &curGame = server.GetGame();
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int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
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int delay = 0;
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switch(curGame.getCurrentHand()->getActualRound())
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{
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case GAME_STATE_FLOP:
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if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_FLOP_CARDS_DELAY_SEC + allInDelay)
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server.SetState(ServerRecvStateStartRound::Instance());
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delay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC + allInDelay;
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break;
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case GAME_STATE_TURN:
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if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_TURN_CARD_DELAY_SEC)
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server.SetState(ServerRecvStateStartRound::Instance());
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delay = SERVER_DEAL_TURN_CARD_DELAY_SEC;
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break;
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case GAME_STATE_RIVER:
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if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_RIVER_CARD_DELAY_SEC)
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server.SetState(ServerRecvStateStartRound::Instance());
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delay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
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break;
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default:
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server.SetState(ServerRecvStateStartRound::Instance());
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}
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if (!delay || GetTimer().elapsed().seconds() >= delay)
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server.SetState(ServerRecvStateStartRound::Instance());
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return retVal;
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}
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@@ -907,12 +905,6 @@ ServerRecvStateShowCardsDelay::~ServerRecvStateShowCardsDelay()
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{
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}
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void
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ServerRecvStateShowCardsDelay::SetTimer(const boost::microsec_timer &timer)
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{
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m_delayTimer = timer;
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}
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int
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ServerRecvStateShowCardsDelay::Process(ServerRecvThread &server)
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{
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@@ -920,13 +912,10 @@ ServerRecvStateShowCardsDelay::Process(ServerRecvThread &server)
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Game &curGame = server.GetGame();
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if (m_delayTimer.elapsed().seconds() >= SERVER_SHOW_CARDS_DELAY_SEC)
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if (GetTimer().elapsed().seconds() >= SERVER_SHOW_CARDS_DELAY_SEC)
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{
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SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getActualRound());
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boost::microsec_timer delayTimer;
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delayTimer.start();
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ServerRecvStateDealCardsDelay::Instance().SetTimer(delayTimer);
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server.SetState(ServerRecvStateDealCardsDelay::Instance());
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retVal = MSG_NET_GAME_SERVER_CARDS_DELAY;
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}
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@@ -957,18 +946,12 @@ ServerRecvStateNextHand::~ServerRecvStateNextHand()
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{
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}
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void
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ServerRecvStateNextHand::SetTimer(const boost::microsec_timer &timer)
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{
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m_delayTimer = timer;
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}
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int
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ServerRecvStateNextHand::Process(ServerRecvThread &server)
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{
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int retVal = ServerRecvStateReceiving::Process(server);
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if (m_delayTimer.elapsed().seconds() >= SERVER_DELAY_NEXT_HAND_SEC)
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if (GetTimer().elapsed().seconds() >= SERVER_DELAY_NEXT_HAND_SEC)
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server.SetState(ServerRecvStateStartHand::Instance());
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return retVal;
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