On player action timeout, check will now be done if possible.
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@@ -732,7 +732,10 @@ ServerRecvStateWaitPlayerAction::Process(ServerRecvThread &server)
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else if (GetTimer().elapsed().seconds() >= server.GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC)
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else if (GetTimer().elapsed().seconds() >= server.GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC)
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{
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{
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// Player did not act fast enough. Act for him.
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// Player did not act fast enough. Act for him.
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PerformPlayerAction(server, tmpPlayer, PLAYER_ACTION_FOLD, 0);
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if (GetHighestSet(server.GetGame()) == tmpPlayer->getMySet())
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PerformPlayerAction(server, tmpPlayer, PLAYER_ACTION_CHECK, 0);
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else
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PerformPlayerAction(server, tmpPlayer, PLAYER_ACTION_FOLD, 0);
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server.SetState(ServerRecvStateStartRound::Instance());
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server.SetState(ServerRecvStateStartRound::Instance());
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retVal = MSG_NET_GAME_SERVER_ACTION;
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retVal = MSG_NET_GAME_SERVER_ACTION;
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