Client engine factory needs to be free of configuration file (configuration provided by server). Separated specific start data from general game data. Sending client game object to GUI after creation. Client thread now manages player and game data.
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@@ -191,6 +191,24 @@ protected:
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ClientStateWaitGame();
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};
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// State: Wait for start of the next hand.
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class ClientStateWaitHand : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateWaitHand &Instance();
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virtual ~ClientStateWaitHand();
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// select on socket.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitHand();
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};
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// State: Final (TODO).
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class ClientStateFinal : public ClientState
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{
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