Restructured network server.
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@@ -318,6 +318,44 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
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Game &curGame = server.GetGame();
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curGame.getCurrentHand()->switchRounds();
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int playersTurn = 0;
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// TODO: no switch needed here if game states are polymorphic
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switch(curGame.getCurrentHand()->getActualRound()) {
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case 0: {
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// Preflop starten
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curGame.getCurrentHand()->getPreflop()->preflopRun();
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playersTurn = curGame.getCurrentHand()->getPreflop()->getPlayersTurn();
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} break;
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case 1: {
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// Flop starten
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curGame.getCurrentHand()->getFlop()->flopRun();
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playersTurn = curGame.getCurrentHand()->getFlop()->getPlayersTurn();
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} break;
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case 2: {
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// Turn starten
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curGame.getCurrentHand()->getTurn()->turnRun();
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playersTurn = curGame.getCurrentHand()->getTurn()->getPlayersTurn();
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} break;
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case 3: {
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// River starten
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curGame.getCurrentHand()->getRiver()->riverRun();
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playersTurn = curGame.getCurrentHand()->getRiver()->getPlayersTurn();
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} break;
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default: {
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// TODO
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}
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}
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assert(playersTurn < curGame.getActualQuantityPlayers());
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boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
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NetPacketPlayersTurn::Data playersTurnData;
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playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
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playersTurnData.playerId = curGame.getPlayerArray()[playersTurn]->getMyUniqueID();
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static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
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server.SendToAllPlayers(notification);
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server.SetState(ServerRecvStateFinal::Instance());
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