Network: First round seems to work fine now. Pot/sets not yet displayed correctly.
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+18
-20
@@ -69,8 +69,21 @@ private:
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unsigned m_curUniquePlayerId;
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};
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// Abstract State: Game is running.
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class ServerRecvStateRunning : public ServerRecvState
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{
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public:
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virtual ~ServerRecvStateRunning();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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protected:
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ServerRecvStateRunning();
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};
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// State: Start server game.
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class ServerRecvStateStartGame : public ServerRecvState
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class ServerRecvStateStartGame : public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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@@ -78,9 +91,6 @@ public:
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virtual ~ServerRecvStateStartGame();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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@@ -91,7 +101,7 @@ protected:
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};
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// State: Start new hand.
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class ServerRecvStateStartHand : public ServerRecvState
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class ServerRecvStateStartHand : public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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@@ -99,9 +109,6 @@ public:
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virtual ~ServerRecvStateStartHand();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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@@ -112,7 +119,7 @@ protected:
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};
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// State: Start new round.
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class ServerRecvStateStartRound : public ServerRecvState
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class ServerRecvStateStartRound : public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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@@ -120,9 +127,6 @@ public:
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virtual ~ServerRecvStateStartRound();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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@@ -136,7 +140,7 @@ protected:
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};
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// State: Wait for a player action.
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class ServerRecvStateWaitPlayerAction : public ServerRecvState
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class ServerRecvStateWaitPlayerAction : public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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@@ -144,9 +148,6 @@ public:
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virtual ~ServerRecvStateWaitPlayerAction();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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@@ -158,7 +159,7 @@ protected:
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// State: Final.
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class ServerRecvStateFinal : public ServerRecvState
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class ServerRecvStateFinal : public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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@@ -166,9 +167,6 @@ public:
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virtual ~ServerRecvStateFinal();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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