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.

This commit is contained in:
lotodore
2007-05-13 22:25:59 +00:00
parent e2d394f576
commit 7540ea17bd
21 changed files with 282 additions and 72 deletions
+42
View File
@@ -88,4 +88,46 @@ protected:
ServerRecvStateStartGame();
};
// State: Start new hand.
class ServerRecvStateStartHand : public ServerRecvState
{
public:
// Access the state singleton.
static ServerRecvStateStartHand &Instance();
virtual ~ServerRecvStateStartHand();
//
virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
//
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateStartHand();
};
// State: Final.
class ServerRecvStateFinal : public ServerRecvState
{
public:
// Access the state singleton.
static ServerRecvStateFinal &Instance();
virtual ~ServerRecvStateFinal();
//
virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
//
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateFinal();
};
#endif