First try: Transferring client action.
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@@ -135,6 +135,28 @@ protected:
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PlayerInterface *GetCurrentPlayer(Game &curGame);
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};
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// State: Wait for a player action.
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class ServerRecvStateWaitPlayerAction : public ServerRecvState
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{
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public:
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// Access the state singleton.
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static ServerRecvStateWaitPlayerAction &Instance();
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virtual ~ServerRecvStateWaitPlayerAction();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateWaitPlayerAction();
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};
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// State: Final.
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class ServerRecvStateFinal : public ServerRecvState
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{
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