Fixed wrong assert. Chat now continues after end of game.
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@@ -589,7 +589,7 @@ ServerRecvStateStartRound::GetCurrentPlayer(Game &curGame)
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//
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}
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}
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assert(curPlayerNum < curGame.getActualQuantityPlayers()); // TODO: throw exception
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assert(curPlayerNum < MAX_NUMBER_OF_PLAYERS); // TODO: throw exception
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return curGame.getPlayerArray()[curPlayerNum];
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}
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@@ -655,16 +655,6 @@ ServerRecvStateWaitPlayerAction::~ServerRecvStateWaitPlayerAction()
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{
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}
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void
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ServerRecvStateWaitPlayerAction::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
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{
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// C++ really sucks concerning multiple inheritance *sigh*.
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// So this is a copy & paste from ServerRecvStateRunning.
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// Do not accept new connections in this state.
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server.RejectNewConnection(connData);
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}
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int
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ServerRecvStateWaitPlayerAction::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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@@ -803,7 +793,7 @@ ServerRecvStateFinal::~ServerRecvStateFinal()
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}
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int
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ServerRecvStateFinal::Process(ServerRecvThread &server)
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ServerRecvStateFinal::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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Thread::Msleep(10);
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