Added packet type to start a "Hand". Added generic gui for the server.
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "serverguiwrapper.h"
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#include "genericservergui.h"
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using namespace std;
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ServerGuiWrapper::ServerGuiWrapper(ConfigFile *config, ClientCallback *clientcb, ServerCallback *servercb)
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: myClientcb(clientcb), myServercb(servercb)
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{
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myGui.reset(new GenericServerGui(config));
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}
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ServerGuiWrapper::~ServerGuiWrapper()
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{
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}
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void ServerGuiWrapper::initGui(int speed) {}
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Session &ServerGuiWrapper::getSession()
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{
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return myGui->getSession();
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}
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void ServerGuiWrapper::setSession(boost::shared_ptr<Session> session)
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{
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myGui->setSession(session);
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}
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bool
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ServerGuiWrapper::isNetworkServer() const
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{
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/* TODO hack */
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return true;
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}
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void
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ServerGuiWrapper::waitForNetworkAction(GameState state, unsigned uniquePlayerId)
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{
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/* TODO hack */
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}
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void ServerGuiWrapper::refreshSet() const {}
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void ServerGuiWrapper::refreshCash() const {}
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void ServerGuiWrapper::refreshAction(int playerID, int playerAction) const {}
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void ServerGuiWrapper::refreshChangePlayer() const {}
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void ServerGuiWrapper::refreshAll() const {}
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void ServerGuiWrapper::refreshPot() const {}
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void ServerGuiWrapper::refreshGroupbox(int playerID, int status) const {}
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void ServerGuiWrapper::refreshPlayerName() const {}
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void ServerGuiWrapper::dealHoleCards() const {}
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void ServerGuiWrapper::dealFlopCards() const {}
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void ServerGuiWrapper::dealTurnCard() const {}
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void ServerGuiWrapper::dealRiverCard() const {}
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void ServerGuiWrapper::highlightRoundLabel(string round) const {}
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void ServerGuiWrapper::nextPlayerAnimation() const {}
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void ServerGuiWrapper::preflopAnimation1() const {}
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void ServerGuiWrapper::preflopAnimation2() const {}
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void ServerGuiWrapper::flopAnimation1() const {}
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void ServerGuiWrapper::flopAnimation2() const {}
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void ServerGuiWrapper::turnAnimation1() const {}
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void ServerGuiWrapper::turnAnimation2() const {}
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void ServerGuiWrapper::riverAnimation1() const {}
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void ServerGuiWrapper::riverAnimation2() const {}
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void ServerGuiWrapper::postRiverAnimation1() const {}
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void ServerGuiWrapper::postRiverRunAnimation1() const {}
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void ServerGuiWrapper::flipHolecardsAllIn() const {}
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void ServerGuiWrapper::nextRoundCleanGui() const {}
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void ServerGuiWrapper::meInAction() const {}
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void ServerGuiWrapper::logPlayerActionMsg(string playerName, int action, int setValue) {}
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void ServerGuiWrapper::logNewGameHandMsg(int gameID, int handID) {}
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void ServerGuiWrapper::SignalNetClientConnect(int actionID) { if (myClientcb) myClientcb->SignalNetClientConnect(actionID); }
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void ServerGuiWrapper::SignalNetClientGameInfo(int actionID) { if (myClientcb) myClientcb->SignalNetClientGameInfo(actionID); }
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void ServerGuiWrapper::SignalNetClientError(int errorID, int osErrorID) { if (myClientcb) myClientcb->SignalNetClientError(errorID, osErrorID); }
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void ServerGuiWrapper::SignalNetClientPlayerJoined(const string &playerName) { if (myClientcb) myClientcb->SignalNetClientPlayerJoined(playerName); }
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void ServerGuiWrapper::SignalNetClientPlayerLeft(const string &playerName) { if (myClientcb) myClientcb->SignalNetClientPlayerLeft(playerName); }
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void ServerGuiWrapper::SignalNetClientGameStart(const GameData &gameData) { if (myClientcb) myClientcb->SignalNetClientGameStart(gameData); }
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void ServerGuiWrapper::SignalNetServerSuccess(int actionID) { if (myServercb) myServercb->SignalNetServerSuccess(actionID); }
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void ServerGuiWrapper::SignalNetServerError(int errorID, int osErrorID) { if (myServercb) myServercb->SignalNetServerError(errorID, osErrorID); }
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void ServerGuiWrapper::SignalNetServerPlayerJoined(const string &playerName) { if (myServercb) myServercb->SignalNetServerPlayerJoined(playerName); }
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void ServerGuiWrapper::SignalNetServerPlayerLeft(const string &playerName) { if (myServercb) myServercb->SignalNetServerPlayerLeft(playerName); }
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