Adding error handling so that an error within a game does not terminate the server, only the single game.
This commit is contained in:
+208
-181
@@ -663,204 +663,217 @@ ServerGameStateHand::TimerLoop(const boost::system::error_code &ec, boost::share
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{
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if (!ec && &server->GetState() == this)
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{
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Game &curGame = server->GetGame();
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// Main game loop.
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int curRound = curGame.getCurrentHand()->getCurrentRound();
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curGame.getCurrentHand()->switchRounds();
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if (!curGame.getCurrentHand()->getAllInCondition())
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curGame.getCurrentHand()->getCurrentBeRo()->run();
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int newRound = curGame.getCurrentHand()->getCurrentRound();
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// If round changes, deal cards if needed.
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if (newRound != curRound && newRound != GAME_STATE_POST_RIVER)
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try
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{
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if (newRound <= curRound)
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throw ServerException(__FILE__, __LINE__, ERR_NET_INVALID_GAME_ROUND, 0);
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EngineLoop(server);
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}
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catch (const PokerTHException &e)
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{
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server->RemoveAllSessions(); // Close this game on error.
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}
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}
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}
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// Retrieve non-fold players. If only one player is left, no cards are shown.
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list<boost::shared_ptr<PlayerInterface> > nonFoldPlayers = *curGame.getActivePlayerList();
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nonFoldPlayers.remove_if(boost::bind(&PlayerInterface::getMyAction, _1) == PLAYER_ACTION_FOLD);
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void
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ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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{
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Game &curGame = server->GetGame();
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if (curGame.getCurrentHand()->getAllInCondition()
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&& !curGame.getCurrentHand()->getCardsShown()
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&& nonFoldPlayers.size() > 1)
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// Main game loop.
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int curRound = curGame.getCurrentHand()->getCurrentRound();
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curGame.getCurrentHand()->switchRounds();
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if (!curGame.getCurrentHand()->getAllInCondition())
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curGame.getCurrentHand()->getCurrentBeRo()->run();
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int newRound = curGame.getCurrentHand()->getCurrentRound();
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// If round changes, deal cards if needed.
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if (newRound != curRound && newRound != GAME_STATE_POST_RIVER)
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{
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if (newRound <= curRound)
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throw ServerException(__FILE__, __LINE__, ERR_NET_INVALID_GAME_ROUND, 0);
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// Retrieve non-fold players. If only one player is left, no cards are shown.
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list<boost::shared_ptr<PlayerInterface> > nonFoldPlayers = *curGame.getActivePlayerList();
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nonFoldPlayers.remove_if(boost::bind(&PlayerInterface::getMyAction, _1) == PLAYER_ACTION_FOLD);
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if (curGame.getCurrentHand()->getAllInCondition()
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&& !curGame.getCurrentHand()->getCardsShown()
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&& nonFoldPlayers.size() > 1)
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{
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// Send cards of all active players to all players (all in).
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boost::shared_ptr<NetPacket> allIn(new NetPacketAllInShowCards);
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NetPacketAllInShowCards::Data allInData;
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PlayerListConstIterator i = nonFoldPlayers.begin();
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PlayerListConstIterator end = nonFoldPlayers.end();
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while (i != end)
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{
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// Send cards of all active players to all players (all in).
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boost::shared_ptr<NetPacket> allIn(new NetPacketAllInShowCards);
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NetPacketAllInShowCards::Data allInData;
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NetPacketAllInShowCards::PlayerCards tmpPlayerCards;
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tmpPlayerCards.playerId = (*i)->getMyUniqueID();
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PlayerListConstIterator i = nonFoldPlayers.begin();
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PlayerListConstIterator end = nonFoldPlayers.end();
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int tmpCards[2];
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(*i)->getMyCards(tmpCards);
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tmpPlayerCards.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
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tmpPlayerCards.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
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while (i != end)
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{
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NetPacketAllInShowCards::PlayerCards tmpPlayerCards;
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tmpPlayerCards.playerId = (*i)->getMyUniqueID();
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allInData.playerCards.push_back(tmpPlayerCards);
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++i;
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}
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static_cast<NetPacketAllInShowCards *>(allIn.get())->SetData(allInData);
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server->SendToAllPlayers(allIn, SessionData::Game);
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curGame.getCurrentHand()->setCardsShown(true);
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int tmpCards[2];
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(*i)->getMyCards(tmpCards);
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tmpPlayerCards.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
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tmpPlayerCards.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(SERVER_SHOW_CARDS_DELAY_SEC));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
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}
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else
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{
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SendNewRoundCards(*server, curGame, newRound);
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allInData.playerCards.push_back(tmpPlayerCards);
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++i;
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}
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static_cast<NetPacketAllInShowCards *>(allIn.get())->SetData(allInData);
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server->SendToAllPlayers(allIn, SessionData::Game);
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curGame.getCurrentHand()->setCardsShown(true);
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(GetDealCardsDelaySec(*server)));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
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}
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}
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else
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{
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if (newRound != GAME_STATE_POST_RIVER) // continue hand
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{
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if (curGame.getCurrentHand()->getAllInCondition())
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throw ServerException(__FILE__, __LINE__, ERR_NET_INTERNAL_GAME_ERROR, 0);
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// Retrieve current player.
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boost::shared_ptr<PlayerInterface> curPlayer = curGame.getCurrentPlayer();
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if (!curPlayer.get())
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throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
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if (!curPlayer->getMyActiveStatus())
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throw ServerException(__FILE__, __LINE__, ERR_NET_PLAYER_NOT_ACTIVE, 0);
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boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
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NetPacketPlayersTurn::Data playersTurnData;
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playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getCurrentRound();
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playersTurnData.playerId = curPlayer->getMyUniqueID();
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static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
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server->SendToAllPlayers(notification, SessionData::Game);
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// If the player is computer controlled, let the engine act.
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if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
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{
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(SERVER_COMPUTER_ACTION_DELAY_SEC));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
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}
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// If the player we are waiting for left, continue without him.
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else if (!server->GetSessionManager().IsPlayerConnected(curPlayer->getMyName()))
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{
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PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_FOLD, 0);
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(SERVER_SHOW_CARDS_DELAY_SEC));
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boost::posix_time::milliseconds(SERVER_LOOP_DELAY_MSEC));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
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}
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else
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{
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SendNewRoundCards(*server, curGame, newRound);
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(GetDealCardsDelaySec(*server)));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
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server->SetState(ServerGameStateWaitPlayerAction::Instance());
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}
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}
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else
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else // hand is over
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{
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if (newRound != GAME_STATE_POST_RIVER) // continue hand
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// Engine will find out who won.
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curGame.getCurrentHand()->getCurrentBeRo()->postRiverRun();
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// Retrieve non-fold players. If only one player is left, no cards are shown.
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list<boost::shared_ptr<PlayerInterface> > nonFoldPlayers = *curGame.getActivePlayerList();
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nonFoldPlayers.remove_if(boost::bind(&PlayerInterface::getMyAction, _1) == PLAYER_ACTION_FOLD);
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if (nonFoldPlayers.size() == 1)
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{
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if (curGame.getCurrentHand()->getAllInCondition())
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throw ServerException(__FILE__, __LINE__, ERR_NET_INTERNAL_GAME_ERROR, 0);
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// End of Hand, but keep cards hidden.
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boost::shared_ptr<PlayerInterface> player = nonFoldPlayers.front();
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boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandHideCards);
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NetPacketEndOfHandHideCards::Data endHandData;
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endHandData.playerId = player->getMyUniqueID();
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endHandData.moneyWon = player->getLastMoneyWon();
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endHandData.playerMoney = player->getMyCash();
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static_cast<NetPacketEndOfHandHideCards *>(endHand.get())->SetData(endHandData);
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// Retrieve current player.
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boost::shared_ptr<PlayerInterface> curPlayer = curGame.getCurrentPlayer();
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if (!curPlayer.get())
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throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
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if (!curPlayer->getMyActiveStatus())
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throw ServerException(__FILE__, __LINE__, ERR_NET_PLAYER_NOT_ACTIVE, 0);
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boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
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NetPacketPlayersTurn::Data playersTurnData;
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playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getCurrentRound();
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playersTurnData.playerId = curPlayer->getMyUniqueID();
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static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
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server->SendToAllPlayers(notification, SessionData::Game);
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// If the player is computer controlled, let the engine act.
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if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
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{
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(SERVER_COMPUTER_ACTION_DELAY_SEC));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
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}
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// If the player we are waiting for left, continue without him.
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else if (!server->GetSessionManager().IsPlayerConnected(curPlayer->getMyName()))
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{
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PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_FOLD, 0);
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server->GetStateTimer().expires_from_now(
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boost::posix_time::milliseconds(SERVER_LOOP_DELAY_MSEC));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
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}
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else
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{
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server->SetState(ServerGameStateWaitPlayerAction::Instance());
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}
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server->SendToAllPlayers(endHand, SessionData::Game);
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}
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else // hand is over
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else
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{
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// Engine will find out who won.
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curGame.getCurrentHand()->getCurrentBeRo()->postRiverRun();
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// End of Hand - show cards of active players.
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boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandShowCards);
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NetPacketEndOfHandShowCards::Data endHandData;
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// Retrieve non-fold players. If only one player is left, no cards are shown.
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list<boost::shared_ptr<PlayerInterface> > nonFoldPlayers = *curGame.getActivePlayerList();
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nonFoldPlayers.remove_if(boost::bind(&PlayerInterface::getMyAction, _1) == PLAYER_ACTION_FOLD);
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PlayerListConstIterator i = nonFoldPlayers.begin();
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PlayerListConstIterator end = nonFoldPlayers.end();
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if (nonFoldPlayers.size() == 1)
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while (i != end)
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{
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// End of Hand, but keep cards hidden.
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boost::shared_ptr<PlayerInterface> player = nonFoldPlayers.front();
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boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandHideCards);
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NetPacketEndOfHandHideCards::Data endHandData;
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endHandData.playerId = player->getMyUniqueID();
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endHandData.moneyWon = player->getLastMoneyWon();
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endHandData.playerMoney = player->getMyCash();
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static_cast<NetPacketEndOfHandHideCards *>(endHand.get())->SetData(endHandData);
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NetPacketEndOfHandShowCards::PlayerResult tmpPlayerResult;
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tmpPlayerResult.playerId = (*i)->getMyUniqueID();
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server->SendToAllPlayers(endHand, SessionData::Game);
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int tmpCards[2];
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int bestHandPos[5];
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(*i)->getMyCards(tmpCards);
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tmpPlayerResult.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
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tmpPlayerResult.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
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(*i)->getMyBestHandPosition(bestHandPos);
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for (int num = 0; num < 5; num++)
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tmpPlayerResult.bestHandPos[num] = bestHandPos[num];
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tmpPlayerResult.valueOfCards = (*i)->getMyCardsValueInt();
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tmpPlayerResult.moneyWon = (*i)->getLastMoneyWon();
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tmpPlayerResult.playerMoney = (*i)->getMyCash();
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endHandData.playerResults.push_back(tmpPlayerResult);
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++i;
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}
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else
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{
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// End of Hand - show cards of active players.
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boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandShowCards);
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NetPacketEndOfHandShowCards::Data endHandData;
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static_cast<NetPacketEndOfHandShowCards *>(endHand.get())->SetData(endHandData);
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PlayerListConstIterator i = nonFoldPlayers.begin();
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PlayerListConstIterator end = nonFoldPlayers.end();
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server->SendToAllPlayers(endHand, SessionData::Game);
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}
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while (i != end)
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{
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NetPacketEndOfHandShowCards::PlayerResult tmpPlayerResult;
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tmpPlayerResult.playerId = (*i)->getMyUniqueID();
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// Remove disconnected players. This is the one and only place to do this.
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server->RemoveDisconnectedPlayers();
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int tmpCards[2];
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int bestHandPos[5];
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(*i)->getMyCards(tmpCards);
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tmpPlayerResult.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
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tmpPlayerResult.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
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// Start next hand - if enough players are left.
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list<boost::shared_ptr<PlayerInterface> > playersWithCash = *curGame.getActivePlayerList();
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playersWithCash.remove_if(boost::bind(&PlayerInterface::getMyCash, _1) < 1);
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(*i)->getMyBestHandPosition(bestHandPos);
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for (int num = 0; num < 5; num++)
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tmpPlayerResult.bestHandPos[num] = bestHandPos[num];
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tmpPlayerResult.valueOfCards = (*i)->getMyCardsValueInt();
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tmpPlayerResult.moneyWon = (*i)->getLastMoneyWon();
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tmpPlayerResult.playerMoney = (*i)->getMyCash();
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endHandData.playerResults.push_back(tmpPlayerResult);
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++i;
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}
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static_cast<NetPacketEndOfHandShowCards *>(endHand.get())->SetData(endHandData);
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server->SendToAllPlayers(endHand, SessionData::Game);
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}
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// Remove disconnected players. This is the one and only place to do this.
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server->RemoveDisconnectedPlayers();
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// Start next hand - if enough players are left.
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list<boost::shared_ptr<PlayerInterface> > playersWithCash = *curGame.getActivePlayerList();
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playersWithCash.remove_if(boost::bind(&PlayerInterface::getMyCash, _1) < 1);
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if (playersWithCash.empty())
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{
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// No more players left - restart.
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server->SetState(SERVER_INITIAL_STATE::Instance());
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}
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else if (playersWithCash.size() == 1)
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{
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// View a dialog for a new game - delayed.
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(SERVER_DELAY_NEXT_GAME_SEC));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerNextGame, this, boost::asio::placeholders::error, server));
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}
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else
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{
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(SERVER_DELAY_NEXT_HAND_SEC));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerNextHand, this, boost::asio::placeholders::error, server));
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}
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if (playersWithCash.empty())
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{
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// No more players left - restart.
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server->SetState(SERVER_INITIAL_STATE::Instance());
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}
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else if (playersWithCash.size() == 1)
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{
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// View a dialog for a new game - delayed.
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(SERVER_DELAY_NEXT_GAME_SEC));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerNextGame, this, boost::asio::placeholders::error, server));
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}
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else
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{
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server->GetStateTimer().expires_from_now(
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boost::posix_time::seconds(SERVER_DELAY_NEXT_HAND_SEC));
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server->GetStateTimer().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerNextHand, this, boost::asio::placeholders::error, server));
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}
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}
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}
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@@ -887,11 +900,18 @@ ServerGameStateHand::TimerComputerAction(const boost::system::error_code &ec, bo
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{
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if (!ec && &server->GetState() == this)
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{
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boost::shared_ptr<PlayerInterface> tmpPlayer = server->GetGame().getCurrentPlayer();
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try
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{
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boost::shared_ptr<PlayerInterface> tmpPlayer = server->GetGame().getCurrentPlayer();
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tmpPlayer->action();
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SendPlayerAction(*server, tmpPlayer);
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TimerLoop(ec, server);
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tmpPlayer->action();
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SendPlayerAction(*server, tmpPlayer);
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EngineLoop(server);
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}
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catch (const PokerTHException &e)
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{
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server->RemoveAllSessions(); // Close this game on error.
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}
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}
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}
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@@ -1175,19 +1195,26 @@ ServerGameStateWaitPlayerAction::TimerTimeout(const boost::system::error_code &e
|
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{
|
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if (!ec && &server->GetState() == this)
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{
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Game &curGame = server->GetGame();
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// Retrieve current player.
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boost::shared_ptr<PlayerInterface> curPlayer = curGame.getCurrentPlayer();
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if (!curPlayer.get())
|
||||
throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
|
||||
try
|
||||
{
|
||||
Game &curGame = server->GetGame();
|
||||
// Retrieve current player.
|
||||
boost::shared_ptr<PlayerInterface> curPlayer = curGame.getCurrentPlayer();
|
||||
if (!curPlayer.get())
|
||||
throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
|
||||
|
||||
// Player did not act fast enough. Act for him.
|
||||
if (curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet() == curPlayer->getMySet())
|
||||
PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_CHECK, 0);
|
||||
else
|
||||
PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_FOLD, 0);
|
||||
// Player did not act fast enough. Act for him.
|
||||
if (curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet() == curPlayer->getMySet())
|
||||
PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_CHECK, 0);
|
||||
else
|
||||
PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_FOLD, 0);
|
||||
|
||||
server->SetState(ServerGameStateHand::Instance());
|
||||
server->SetState(ServerGameStateHand::Instance());
|
||||
}
|
||||
catch (const PokerTHException &e)
|
||||
{
|
||||
server->RemoveAllSessions(); // Close this game on error.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -140,6 +140,7 @@ protected:
|
||||
|
||||
virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
|
||||
void TimerLoop(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
|
||||
void EngineLoop(boost::shared_ptr<ServerGame> server);
|
||||
void TimerShowCards(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
|
||||
void TimerComputerAction(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
|
||||
void TimerNextHand(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
|
||||
|
||||
Reference in New Issue
Block a user