Fixed relationship of network session and player data to be consistent with the game engine. Now sending card's values via network. Fixed net packet checks.
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@@ -18,7 +18,7 @@
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***************************************************************************/
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#include "genericservergui.h"
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#include <session.h>
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using namespace std;
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@@ -39,6 +39,7 @@ void GenericServerGui::initGui(int speed)
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Session &GenericServerGui::getSession()
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{
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assert(mySession.get());
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return *mySession;
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}
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@@ -49,5 +50,6 @@ void GenericServerGui::setSession(boost::shared_ptr<Session> session)
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void GenericServerGui::waitForNetworkAction(GameState state, unsigned uniquePlayerId)
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{
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getSession().waitForNetworkServerAction(state, uniquePlayerId);
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}
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@@ -57,6 +57,7 @@ void
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ServerGuiWrapper::waitForNetworkAction(GameState state, unsigned uniquePlayerId)
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{
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/* TODO hack */
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myGui->waitForNetworkAction(state, uniquePlayerId);
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}
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void ServerGuiWrapper::refreshSet() const {}
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