Console client: Now able to join game, and (passively) start game. Cannot play yet, though ;-).
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@@ -42,6 +42,7 @@ namespace pokerth_console
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addresses[0] = IPAddress.Parse(m_settings.ServerSettings.IPv6Address);
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addresses[1] = IPAddress.Parse(m_settings.ServerSettings.IPv4Address);
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m_tcpClient.Connect(addresses, m_settings.ServerSettings.Port);
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//m_tcpClient.Connect("localhost", 7234);
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}
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public void Start()
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@@ -51,6 +52,11 @@ namespace pokerth_console
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SendInit();
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}
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public void JoinGame(uint gameId)
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{
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SendJoinGame(gameId);
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}
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public void SetTerminateFlag()
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{
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m_sender.SetTerminateFlag();
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@@ -80,11 +86,19 @@ namespace pokerth_console
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NetPacket init = new NetPacketInit();
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init.Properties.Add(NetPacket.PropertyType.PropRequestedVersionMajor, "4");
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init.Properties.Add(NetPacket.PropertyType.PropRequestedVersionMinor, "2");
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init.Properties.Add(NetPacket.PropertyType.PropPlayerName, "Loto");
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init.Properties.Add(NetPacket.PropertyType.PropPlayerName, "Testuser");
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init.Properties.Add(NetPacket.PropertyType.PropPlayerPassword, "");
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m_sender.Send(init);
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}
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protected void SendJoinGame(uint gameId)
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{
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NetPacket join = new NetPacketJoinGame();
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join.Properties.Add(NetPacket.PropertyType.PropGameId, Convert.ToString(gameId));
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join.Properties.Add(NetPacket.PropertyType.PropGamePassword, ""); // no password for now
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m_sender.Send(join);
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}
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private TcpClient m_tcpClient;
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private ReceiverThread m_receiver;
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private SenderThread m_sender;
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