Renaming class ServerGameThread to ServerGame.
This commit is contained in:
@@ -69,7 +69,7 @@ using namespace std;
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// Helper functions
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// TODO: these are hacks.
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static void SendPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerInterface> player)
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static void SendPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInterface> player)
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{
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if (!player.get())
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throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
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@@ -86,7 +86,7 @@ static void SendPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerI
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server.SendToAllPlayers(notifyActionDone, SessionData::Game);
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}
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static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state)
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static void SendNewRoundCards(ServerGame &server, Game &curGame, int state)
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{
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// TODO: no switch needed here if game states are polymorphic
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switch(state) {
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@@ -130,7 +130,7 @@ static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state
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}
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}
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static void StartNewHand(ServerGameThread &server)
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static void StartNewHand(ServerGame &server)
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{
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// Initialize hand.
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Game &curGame = server.GetGame();
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@@ -218,7 +218,7 @@ static void StartNewHand(ServerGameThread &server)
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}
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}
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static void PerformPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerInterface> player, PlayerAction action, int bet)
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static void PerformPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInterface> player, PlayerAction action, int bet)
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{
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Game &curGame = server.GetGame();
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if (!player.get())
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@@ -271,7 +271,7 @@ AbstractServerGameStateReceiving::~AbstractServerGameStateReceiving()
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}
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int
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AbstractServerGameStateReceiving::ProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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AbstractServerGameStateReceiving::ProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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// This is the receive loop for the server.
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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@@ -382,26 +382,26 @@ ServerGameStateInit::~ServerGameStateInit()
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}
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void
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ServerGameStateInit::Enter(ServerGameThread &server)
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ServerGameStateInit::Enter(ServerGame &server)
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{
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RegisterAdminTimer(server);
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}
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void
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ServerGameStateInit::Exit(ServerGameThread &server)
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ServerGameStateInit::Exit(ServerGame &server)
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{
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UnregisterAdminTimer(server);
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}
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void
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ServerGameStateInit::NotifyGameAdminChanged(ServerGameThread &server)
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ServerGameStateInit::NotifyGameAdminChanged(ServerGame &server)
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{
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UnregisterAdminTimer(server);
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RegisterAdminTimer(server);
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}
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void
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ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper session)
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ServerGameStateInit::HandleNewSession(ServerGame &server, SessionWrapper session)
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{
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if (session.sessionData.get() && session.playerData.get())
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{
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@@ -457,7 +457,7 @@ ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper s
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}
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void
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ServerGameStateInit::RegisterAdminTimer(ServerGameThread &server)
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ServerGameStateInit::RegisterAdminTimer(ServerGame &server)
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{
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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@@ -466,14 +466,14 @@ ServerGameStateInit::RegisterAdminTimer(ServerGameThread &server)
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}
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void
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ServerGameStateInit::UnregisterAdminTimer(ServerGameThread &server)
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ServerGameStateInit::UnregisterAdminTimer(ServerGame &server)
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{
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server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
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server.SetStateTimerId(0);
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}
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void
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ServerGameStateInit::TimerAdminWarning(ServerGameThread &server)
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ServerGameStateInit::TimerAdminWarning(ServerGame &server)
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{
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// Find game admin.
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SessionWrapper session = server.GetSessionManager().GetSessionByUniquePlayerId(server.GetAdminPlayerId());
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@@ -495,7 +495,7 @@ ServerGameStateInit::TimerAdminWarning(ServerGameThread &server)
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}
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void
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ServerGameStateInit::TimerAdminTimeout(ServerGameThread &server)
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ServerGameStateInit::TimerAdminTimeout(ServerGame &server)
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{
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// Find game admin.
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SessionWrapper session = server.GetSessionManager().GetSessionByUniquePlayerId(server.GetAdminPlayerId());
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@@ -507,7 +507,7 @@ ServerGameStateInit::TimerAdminTimeout(ServerGameThread &server)
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}
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int
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ServerGameStateInit::InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGameStateInit::InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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@@ -594,7 +594,7 @@ ServerGameStateStartGame::~ServerGameStateStartGame()
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}
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void
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ServerGameStateStartGame::Enter(ServerGameThread &server)
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ServerGameStateStartGame::Enter(ServerGame &server)
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{
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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@@ -603,7 +603,7 @@ ServerGameStateStartGame::Enter(ServerGameThread &server)
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}
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void
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ServerGameStateStartGame::Exit(ServerGameThread &server)
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ServerGameStateStartGame::Exit(ServerGame &server)
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{
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// The Id might be invalid, but this is not a problem.
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server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
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@@ -611,14 +611,14 @@ ServerGameStateStartGame::Exit(ServerGameThread &server)
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}
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void
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ServerGameStateStartGame::HandleNewSession(ServerGameThread &server, SessionWrapper session)
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ServerGameStateStartGame::HandleNewSession(ServerGame &server, SessionWrapper session)
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{
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// Do not accept new sessions in this state.
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server.MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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int
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ServerGameStateStartGame::InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGameStateStartGame::InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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@@ -638,7 +638,7 @@ ServerGameStateStartGame::InternalProcessPacket(ServerGameThread &server, Sessio
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}
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void
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ServerGameStateStartGame::TimerTimeout(ServerGameThread &server)
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ServerGameStateStartGame::TimerTimeout(ServerGame &server)
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{
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// On timeout: start anyway.
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server.GetSessionManager().ResetAllReadyFlags();
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@@ -648,7 +648,7 @@ ServerGameStateStartGame::TimerTimeout(ServerGameThread &server)
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}
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void
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ServerGameStateStartGame::DoStart(ServerGameThread &server)
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ServerGameStateStartGame::DoStart(ServerGame &server)
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{
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PlayerDataList tmpPlayerList = server.GetFullPlayerDataList();
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if (tmpPlayerList.size() <= 1)
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@@ -711,7 +711,7 @@ ServerGameStateHand::~ServerGameStateHand()
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}
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void
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ServerGameStateHand::Enter(ServerGameThread &server)
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ServerGameStateHand::Enter(ServerGame &server)
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{
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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@@ -720,7 +720,7 @@ ServerGameStateHand::Enter(ServerGameThread &server)
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}
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void
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ServerGameStateHand::Exit(ServerGameThread &server)
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ServerGameStateHand::Exit(ServerGame &server)
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{
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// The Id might be invalid, but this is not a problem.
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server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
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@@ -728,21 +728,21 @@ ServerGameStateHand::Exit(ServerGameThread &server)
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}
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void
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ServerGameStateHand::HandleNewSession(ServerGameThread &server, SessionWrapper session)
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ServerGameStateHand::HandleNewSession(ServerGame &server, SessionWrapper session)
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{
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// Do not accept new sessions in this state.
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server.MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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int
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ServerGameStateHand::InternalProcessPacket(ServerGameThread &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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ServerGameStateHand::InternalProcessPacket(ServerGame &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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{
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// TODO: maybe reject packet.
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return MSG_SOCK_INTERNAL_PENDING;
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}
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void
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ServerGameStateHand::TimerLoop(ServerGameThread &server)
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ServerGameStateHand::TimerLoop(ServerGame &server)
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{
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server.SetStateTimerId(0);
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Game &curGame = server.GetGame();
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@@ -941,7 +941,7 @@ ServerGameStateHand::TimerLoop(ServerGameThread &server)
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}
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void
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ServerGameStateHand::TimerShowCards(ServerGameThread &server)
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ServerGameStateHand::TimerShowCards(ServerGame &server)
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{
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Game &curGame = server.GetGame();
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SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getCurrentRound());
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@@ -953,7 +953,7 @@ ServerGameStateHand::TimerShowCards(ServerGameThread &server)
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}
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void
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ServerGameStateHand::TimerComputerAction(ServerGameThread &server)
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ServerGameStateHand::TimerComputerAction(ServerGame &server)
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{
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boost::shared_ptr<PlayerInterface> tmpPlayer = server.GetGame().getCurrentPlayer();
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@@ -963,14 +963,14 @@ ServerGameStateHand::TimerComputerAction(ServerGameThread &server)
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}
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void
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ServerGameStateHand::TimerNextHand(ServerGameThread &server)
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ServerGameStateHand::TimerNextHand(ServerGame &server)
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{
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StartNewHand(server);
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TimerLoop(server);
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}
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void
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ServerGameStateHand::TimerNextGame(ServerGameThread &server)
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ServerGameStateHand::TimerNextGame(ServerGame &server)
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{
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Game &curGame = server.GetGame();
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// The game has ended. Notify all clients.
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@@ -1000,7 +1000,7 @@ ServerGameStateHand::TimerNextGame(ServerGameThread &server)
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}
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int
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ServerGameStateHand::GetDealCardsDelaySec(ServerGameThread &server)
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ServerGameStateHand::GetDealCardsDelaySec(ServerGame &server)
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{
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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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@@ -1041,7 +1041,7 @@ ServerGameStateWaitPlayerAction::~ServerGameStateWaitPlayerAction()
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}
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void
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ServerGameStateWaitPlayerAction::Enter(ServerGameThread &server)
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ServerGameStateWaitPlayerAction::Enter(ServerGame &server)
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{
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#ifdef SERVER_TEST
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int timeoutSec = 0;
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@@ -1056,7 +1056,7 @@ ServerGameStateWaitPlayerAction::Enter(ServerGameThread &server)
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}
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void
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ServerGameStateWaitPlayerAction::Exit(ServerGameThread &server)
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ServerGameStateWaitPlayerAction::Exit(ServerGame &server)
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{
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// The Id might be invalid, but this is not a problem.
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server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
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@@ -1064,14 +1064,14 @@ ServerGameStateWaitPlayerAction::Exit(ServerGameThread &server)
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}
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void
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ServerGameStateWaitPlayerAction::HandleNewSession(ServerGameThread &server, SessionWrapper session)
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ServerGameStateWaitPlayerAction::HandleNewSession(ServerGame &server, SessionWrapper session)
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{
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// Do not accept new sessions in this state.
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server.MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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int
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ServerGameStateWaitPlayerAction::InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGameStateWaitPlayerAction::InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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@@ -1145,7 +1145,7 @@ ServerGameStateWaitPlayerAction::InternalProcessPacket(ServerGameThread &server,
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}
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void
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ServerGameStateWaitPlayerAction::TimerTimeout(ServerGameThread &server)
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ServerGameStateWaitPlayerAction::TimerTimeout(ServerGame &server)
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{
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Game &curGame = server.GetGame();
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// Retrieve current player.
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