Fixing start cash initialization and rejoin order.
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+1
-1
@@ -90,7 +90,7 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
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myName = (*player_i)->GetName();
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myAvatarFile = (*player_i)->GetAvatarFile();
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myGuid = (*player_i)->GetGuid();
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if ((*player_i)->GetStartCash() > 0)
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if ((*player_i)->GetStartCash() >= 0)
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myStartCash = (*player_i)->GetStartCash();
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myStayOnTableStatus = type == PLAYER_TYPE_HUMAN;
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++player_i;
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@@ -1130,14 +1130,16 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
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{
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Game &curGame = server->GetGame();
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// Kick inactive players.
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// Reactivate players which were previously inactive.
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ReactivatePlayers(server);
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CheckPlayerTimeouts(server);
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// Initialize rejoining players.
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// This has to be done before initialising the new hand, because there are side effects.
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InitRejoiningPlayers(server);
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// Kick inactive players.
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CheckPlayerTimeouts(server);
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// Initialize hand.
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curGame.initHand();
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@@ -1357,6 +1359,7 @@ ServerGameStateHand::PerformRejoin(boost::shared_ptr<ServerGame> server, boost::
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// Change the Id in the poker engine.
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rejoinPlayer->setMyUniqueID(session->GetPlayerData()->GetUniqueId());
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rejoinPlayer->setMyGuid(session->GetPlayerData()->GetGuid());
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rejoinPlayer->markRemoteAction();
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rejoinPlayer->setIsSessionActive(true);
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// Send game start notification to rejoining client.
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