A network game is now automatically filled up with computer players up to the configured maximum number of players. This should maybe be optional?

This commit is contained in:
lotodore
2007-08-11 20:24:08 +00:00
parent 9afc115bc2
commit 58c6bc7ddb
4 changed files with 129 additions and 55 deletions
+3 -1
View File
@@ -72,6 +72,8 @@ public:
void SendToAllPlayers(boost::shared_ptr<NetPacket> packet);
void SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SOCKET except);
Game &GetGame();
protected:
struct Notification
@@ -128,7 +130,6 @@ protected:
SenderThread &GetSender();
ReceiverHelper &GetReceiver();
Game &GetGame();
const GameData &GetGameData() const;
const StartData &GetStartData() const;
void SetStartData(const StartData &startData);
@@ -175,6 +176,7 @@ friend class ServerRecvStateStartGame;
friend class ServerRecvStateStartHand;
friend class ServerRecvStateStartRound;
friend class ServerRecvStateWaitPlayerAction;
friend class ServerRecvStateComputerAction;
friend class ServerRecvStateShowCardsDelay;
friend class ServerRecvStateDealCardsDelay;
friend class ServerRecvStateNextHandDelay;