Fixed running more than the first hand in network games.
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@@ -48,19 +48,11 @@ ClientBoard::setHand(HandInterface* br)
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void
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ClientBoard::collectSets()
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{
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sets = 0;
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int i;
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) sets += playerArray[i]->getMySet();
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}
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void
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ClientBoard::collectPot()
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{
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int i;
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pot += sets;
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sets = 0;
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++){ playerArray[i]->setMySetNull(); }
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}
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@@ -620,10 +620,8 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
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int action = curGame->getPlayerArray()[i]->getMyAction();
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if (action != 1 && action != 6)
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curGame->getPlayerArray()[i]->setMyAction(0);
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curGame->getPlayerArray()[i]->setMySetNull();
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}
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// Move sets to pot
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curGame->getCurrentHand()->getBoard()->collectSets();
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curGame->getCurrentHand()->getBoard()->collectPot();
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client.GetGui().refreshPot();
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client.GetGui().refreshSet();
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@@ -691,6 +689,12 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
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// TODO use moneyWon
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client.GetGui().postRiverRunAnimation1();
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// Reset player actions
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
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{
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curGame->getPlayerArray()[i]->setMyAction(0);
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curGame->getPlayerArray()[i]->setMySetNull();
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}
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// Wait for next Hand.
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client.SetState(ClientStateWaitHand::Instance());
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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@@ -728,6 +732,12 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
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client.GetGame()->getCurrentHand()->getRiver()->setHighestCardsValue(highestValueOfCards);
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client.GetGui().postRiverRunAnimation1();
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// Reset player sets
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
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{
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curGame->getPlayerArray()[i]->setMyAction(0);
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curGame->getPlayerArray()[i]->setMySetNull();
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}
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// Wait for next Hand.
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client.SetState(ClientStateWaitHand::Instance());
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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@@ -33,7 +33,7 @@
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using namespace std;
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#define SERVER_WAIT_TIMEOUT_MSEC 50
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#define SERVER_NEXT_HAND_DELAY_SEC 5
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#define SERVER_NEXT_HAND_DELAY_SEC 10
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ServerRecvState::~ServerRecvState()
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