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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@@ -416,7 +416,6 @@ ClientStateWaitGame::Process(ClientThread &client)
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ClientContext &context = client.GetContext();
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// delegate to receiver helper class
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boost::shared_ptr<NetPacket> tmpPacket = client.GetReceiver().Recv(context.GetSocket());
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if (tmpPacket.get())
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@@ -424,7 +423,7 @@ ClientStateWaitGame::Process(ClientThread &client)
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if (tmpPacket->ToNetPacketGameStart())
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{
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client.SetState(ClientStateFinal::Instance());
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retVal = MSG_NET_GAME_START;
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retVal = MSG_NET_GAME_CLIENT_START;
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}
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else if (tmpPacket->ToNetPacketPlayerJoined())
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{
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@@ -467,7 +466,21 @@ ClientStateFinal::~ClientStateFinal()
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int
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ClientStateFinal::Process(ClientThread &client)
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{
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Thread::Msleep(CLIENT_WAIT_TIMEOUT_MSEC);
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ClientContext &context = client.GetContext();
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// delegate to receiver helper class
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boost::shared_ptr<NetPacket> tmpPacket = client.GetReceiver().Recv(context.GetSocket());
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if (tmpPacket.get())
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{
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if (tmpPacket->ToNetPacketHandStart())
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{
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// TODO
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NetPacketHandStart::Data tmpData;
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tmpPacket->ToNetPacketHandStart()->GetData(tmpData);
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int z = 1;
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}
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}
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return MSG_SOCK_INTERNAL_PENDING;
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}
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