A network game is now automatically filled up with computer players up to the configured maximum number of players. This should maybe be optional?
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@@ -72,6 +72,8 @@ public:
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void SendToAllPlayers(boost::shared_ptr<NetPacket> packet);
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void SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SOCKET except);
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Game &GetGame();
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protected:
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struct Notification
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@@ -128,7 +130,6 @@ protected:
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SenderThread &GetSender();
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ReceiverHelper &GetReceiver();
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Game &GetGame();
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const GameData &GetGameData() const;
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const StartData &GetStartData() const;
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void SetStartData(const StartData &startData);
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@@ -175,6 +176,7 @@ friend class ServerRecvStateStartGame;
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friend class ServerRecvStateStartHand;
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friend class ServerRecvStateStartRound;
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friend class ServerRecvStateWaitPlayerAction;
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friend class ServerRecvStateComputerAction;
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friend class ServerRecvStateShowCardsDelay;
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friend class ServerRecvStateDealCardsDelay;
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friend class ServerRecvStateNextHandDelay;
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