Work on dedicated server. This svn revision is totally broken, it is part of a complete redesign of the server.
There is a lobby thread for the server, and each game has its own game processing thread and a sender thread. Connections can be accepted from different sources, i.e. TCP/SCTP over IPv4, IPv6, all those work well in parallel.
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@@ -21,8 +21,14 @@
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#ifndef _GAMEDATA_H_
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#define _GAMEDATA_H_
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// For the sake of simplicity, this is a struct.
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enum GameMode
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{
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GAME_MODE_CREATED = 1,
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GAME_MODE_STARTED,
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GAME_MODE_CLOSED
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};
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// For the sake of simplicity, this is a struct.
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struct GameData
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{
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GameData() : maxNumberOfPlayers(0), startMoney(0), smallBlind(0),
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