Renaming class ServerGameThread to ServerGame.
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+41
-41
@@ -33,7 +33,7 @@
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#define SERVER_INITIAL_STATE ServerGameStateInit
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class Game;
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class ServerGameThread;
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class ServerGame;
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class PlayerInterface;
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class ServerCallback;
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@@ -41,16 +41,16 @@ class ServerGameState
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{
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public:
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virtual ~ServerGameState();
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virtual void Enter(ServerGameThread &server) = 0;
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virtual void Exit(ServerGameThread &server) = 0;
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virtual void Enter(ServerGame &server) = 0;
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virtual void Exit(ServerGame &server) = 0;
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virtual void NotifyGameAdminChanged(ServerGameThread &server) = 0;
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virtual void NotifyGameAdminChanged(ServerGame &server) = 0;
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// Handling of a new session.
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virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session) = 0;
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virtual void HandleNewSession(ServerGame &server, SessionWrapper session) = 0;
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// Main processing function of the current state.
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virtual int ProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
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virtual int ProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
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};
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// Abstract State: Receiving.
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@@ -61,11 +61,11 @@ public:
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// Globally handle packets which are allowed in all running states.
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// Calls InternalProcess if packet has not been processed.
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virtual int ProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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virtual int ProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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protected:
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virtual int InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
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virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
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};
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// State: Initialization.
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@@ -73,24 +73,24 @@ class ServerGameStateInit : public AbstractServerGameStateReceiving
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{
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public:
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static ServerGameStateInit &Instance();
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virtual void Enter(ServerGameThread &server);
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virtual void Exit(ServerGameThread &server);
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virtual void Enter(ServerGame &server);
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virtual void Exit(ServerGame &server);
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virtual ~ServerGameStateInit();
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virtual void NotifyGameAdminChanged(ServerGameThread &server);
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virtual void NotifyGameAdminChanged(ServerGame &server);
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virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session);
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virtual void HandleNewSession(ServerGame &server, SessionWrapper session);
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protected:
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ServerGameStateInit();
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void RegisterAdminTimer(ServerGameThread &server);
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void UnregisterAdminTimer(ServerGameThread &server);
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void TimerAdminWarning(ServerGameThread &server);
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void TimerAdminTimeout(ServerGameThread &server);
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void RegisterAdminTimer(ServerGame &server);
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void UnregisterAdminTimer(ServerGame &server);
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void TimerAdminWarning(ServerGame &server);
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void TimerAdminTimeout(ServerGame &server);
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virtual int InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(const PlayerData &playerData);
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@@ -103,20 +103,20 @@ class ServerGameStateStartGame : public AbstractServerGameStateReceiving
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{
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public:
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static ServerGameStateStartGame &Instance();
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virtual void Enter(ServerGameThread &server);
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virtual void Exit(ServerGameThread &server);
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virtual void Enter(ServerGame &server);
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virtual void Exit(ServerGame &server);
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virtual ~ServerGameStateStartGame();
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virtual void NotifyGameAdminChanged(ServerGameThread &/*server*/) {}
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virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session);
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virtual void NotifyGameAdminChanged(ServerGame &/*server*/) {}
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virtual void HandleNewSession(ServerGame &server, SessionWrapper session);
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protected:
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ServerGameStateStartGame();
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virtual int InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerTimeout(ServerGameThread &server);
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void DoStart(ServerGameThread &server);
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virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerTimeout(ServerGame &server);
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void DoStart(ServerGame &server);
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private:
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static ServerGameStateStartGame s_state;
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@@ -127,24 +127,24 @@ class ServerGameStateHand : public AbstractServerGameStateReceiving
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{
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public:
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static ServerGameStateHand &Instance();
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virtual void Enter(ServerGameThread &server);
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virtual void Exit(ServerGameThread &server);
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virtual void Enter(ServerGame &server);
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virtual void Exit(ServerGame &server);
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virtual ~ServerGameStateHand();
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virtual void NotifyGameAdminChanged(ServerGameThread &/*server*/) {}
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virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session);
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virtual void NotifyGameAdminChanged(ServerGame &/*server*/) {}
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virtual void HandleNewSession(ServerGame &server, SessionWrapper session);
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protected:
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ServerGameStateHand();
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virtual int InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerLoop(ServerGameThread &server);
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void TimerShowCards(ServerGameThread &server);
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void TimerComputerAction(ServerGameThread &server);
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void TimerNextHand(ServerGameThread &server);
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void TimerNextGame(ServerGameThread &server);
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int GetDealCardsDelaySec(ServerGameThread &server);
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virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerLoop(ServerGame &server);
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void TimerShowCards(ServerGame &server);
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void TimerComputerAction(ServerGame &server);
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void TimerNextHand(ServerGame &server);
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void TimerNextGame(ServerGame &server);
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int GetDealCardsDelaySec(ServerGame &server);
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private:
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static ServerGameStateHand s_state;
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@@ -155,19 +155,19 @@ class ServerGameStateWaitPlayerAction : public AbstractServerGameStateReceiving
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{
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public:
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static ServerGameStateWaitPlayerAction &Instance();
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virtual void Enter(ServerGameThread &server);
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virtual void Exit(ServerGameThread &server);
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virtual void Enter(ServerGame &server);
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virtual void Exit(ServerGame &server);
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virtual ~ServerGameStateWaitPlayerAction();
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virtual void NotifyGameAdminChanged(ServerGameThread &/*server*/) {}
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virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session);
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virtual void NotifyGameAdminChanged(ServerGame &/*server*/) {}
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virtual void HandleNewSession(ServerGame &server, SessionWrapper session);
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protected:
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ServerGameStateWaitPlayerAction();
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virtual int InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerTimeout(ServerGameThread &server);
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virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerTimeout(ServerGame &server);
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private:
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static ServerGameStateWaitPlayerAction s_state;
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