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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@@ -224,16 +224,18 @@ ServerRecvStateStartGame::HandleNewConnection(ServerRecvThread &server, boost::s
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int
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ServerRecvStateStartGame::Process(ServerRecvThread &server)
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{
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GameData &gameData = server.GetGameData();
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// Set dealer pos.
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Tools myTool;
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myTool.getRandNumber(0, gameData.numberOfPlayers-1, 1, &gameData.startDealerPos, 0);
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{
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// Set dealer pos.
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StartData startData;
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Tools myTool;
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myTool.getRandNumber(0, server.GetGameData().numberOfPlayers-1, 1, &startData.startDealerPos, 0);
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server.SetStartData(startData);
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}
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boost::shared_ptr<NetPacket> answer(new NetPacketGameStart);
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NetPacketGameStart::Data gameStartData;
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gameStartData.startDealerPos = gameData.startDealerPos;
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gameStartData.startData = server.GetStartData();
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static_cast<NetPacketGameStart *>(answer.get())->SetData(gameStartData);
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server.SendToAllPlayers(answer);
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