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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@@ -88,4 +88,46 @@ protected:
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ServerRecvStateStartGame();
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};
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// State: Start new hand.
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class ServerRecvStateStartHand : public ServerRecvState
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{
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public:
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// Access the state singleton.
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static ServerRecvStateStartHand &Instance();
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virtual ~ServerRecvStateStartHand();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateStartHand();
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};
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// State: Final.
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class ServerRecvStateFinal : public ServerRecvState
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{
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public:
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// Access the state singleton.
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static ServerRecvStateFinal &Instance();
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virtual ~ServerRecvStateFinal();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateFinal();
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};
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#endif
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