Networking should mostly be working now. Some small issues concerning the display of pot/sets, and some delays are still needed.

This commit is contained in:
lotodore
2007-05-26 17:06:03 +00:00
parent 9c2d3a9723
commit 5cb5509dec
29 changed files with 901 additions and 295 deletions
+27 -3
View File
@@ -81,7 +81,7 @@ protected:
private:
unsigned m_curUniquePlayerId;
u_int16_t m_curUniquePlayerId;
};
// Abstract State: Game is running.
@@ -151,9 +151,9 @@ protected:
// Protected constructor - this is a singleton.
ServerRecvStateStartRound();
static void GameRun(Game &curGame, int state);
static void GameRun(Game &curGame);
static PlayerInterface *GetCurrentPlayer(Game &curGame);
static void SendNewRoundCards(ServerRecvThread &server, Game &curGame);
static void SendNewRoundCards(ServerRecvThread &server, Game &curGame, int state);
};
// State: Wait for a player action.
@@ -178,6 +178,30 @@ protected:
static void SetHighestSet(Game &curGame, int highestSet);
};
// State: Final.
class ServerRecvStateNextHand : public ServerRecvStateRunning
{
public:
// Access the state singleton.
static ServerRecvStateNextHand &Instance();
virtual ~ServerRecvStateNextHand();
void SetTimer(const boost::microsec_timer &timer);
//
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateNextHand();
private:
boost::microsec_timer m_delayTimer;
};
// State: Final.
class ServerRecvStateFinal : public ServerRecvStateRunning