Fixing problem when resetting the game admin timeout.
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@@ -353,11 +353,6 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
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netReportAck->reportResult = reportResult_avatarReportInvalid;
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server->GetLobbyThread().GetSender().Send(session, packet);
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}
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} else if (packet->GetMsg()->present == PokerTHMessage_PR_resetTimeoutMessage) {
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// Reactivate session.
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if (server->IsRunning()) {
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server->AddReactivatePlayer(session->GetPlayerData()->GetUniqueId());
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}
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} else {
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// Packet processing in subclass.
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InternalProcessPacket(server, session, packet);
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@@ -804,6 +799,15 @@ AbstractServerGameStateRunning::HandleNewSession(boost::shared_ptr<ServerGame> s
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}
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}
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void
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AbstractServerGameStateRunning::InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet)
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{
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if (packet->GetMsg()->present == PokerTHMessage_PR_resetTimeoutMessage) {
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// Reactivate session.
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server->AddReactivatePlayer(session->GetPlayerData()->GetUniqueId());
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}
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}
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//-----------------------------------------------------------------------------
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ServerGameStateHand ServerGameStateHand::s_state;
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@@ -839,9 +843,9 @@ ServerGameStateHand::Exit(boost::shared_ptr<ServerGame> server)
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}
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void
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ServerGameStateHand::InternalProcessPacket(boost::shared_ptr<ServerGame> /*server*/, boost::shared_ptr<SessionData> /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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ServerGameStateHand::InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet)
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{
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// TODO: maybe reject packet.
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AbstractServerGameStateRunning::InternalProcessPacket(server, session, packet);
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}
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void
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@@ -1436,6 +1440,8 @@ ServerGameStateWaitPlayerAction::Exit(boost::shared_ptr<ServerGame> server)
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void
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ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet)
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{
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AbstractServerGameStateRunning::InternalProcessPacket(server, session, packet);
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if (packet->GetMsg()->present == PokerTHMessage_PR_myActionRequestMessage) {
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MyActionRequestMessage_t *netMyAction = &packet->GetMsg()->choice.myActionRequestMessage;
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@@ -1568,6 +1574,8 @@ ServerGameStateWaitNextHand::Exit(boost::shared_ptr<ServerGame> server)
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void
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ServerGameStateWaitNextHand::InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet)
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{
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AbstractServerGameStateRunning::InternalProcessPacket(server, session, packet);
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if (packet->GetMsg()->present == PokerTHMessage_PR_showMyCardsRequestMessage) {
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Game &curGame = server->GetGame();
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boost::shared_ptr<NetPacket> show(new NetPacket(NetPacket::Alloc));
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@@ -138,6 +138,9 @@ public:
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virtual ~AbstractServerGameStateRunning();
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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protected:
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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};
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// State: Within hand.
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