Networking should mostly be working now. Some small issues concerning the display of pot/sets, and some delays are still needed.
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@@ -81,7 +81,7 @@ protected:
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private:
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unsigned m_curUniquePlayerId;
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u_int16_t m_curUniquePlayerId;
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};
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// Abstract State: Game is running.
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@@ -151,9 +151,9 @@ protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateStartRound();
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static void GameRun(Game &curGame, int state);
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static void GameRun(Game &curGame);
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static PlayerInterface *GetCurrentPlayer(Game &curGame);
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static void SendNewRoundCards(ServerRecvThread &server, Game &curGame);
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static void SendNewRoundCards(ServerRecvThread &server, Game &curGame, int state);
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};
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// State: Wait for a player action.
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@@ -178,6 +178,30 @@ protected:
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static void SetHighestSet(Game &curGame, int highestSet);
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};
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// State: Final.
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class ServerRecvStateNextHand : public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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static ServerRecvStateNextHand &Instance();
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virtual ~ServerRecvStateNextHand();
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void SetTimer(const boost::microsec_timer &timer);
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//
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virtual int Process(ServerRecvThread &server);
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateNextHand();
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private:
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boost::microsec_timer m_delayTimer;
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};
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// State: Final.
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class ServerRecvStateFinal : public ServerRecvStateRunning
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