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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@@ -23,20 +23,21 @@
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#include <game_defs.h>
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#include <core/thread.h>
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#include <gui/guiinterface.h>
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#include <string>
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#include <memory>
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#include <net/servercallback.h>
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class ServerContext;
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class ServerRecvThread;
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class ServerSenderCallback;
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class SenderThread;
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class ConfigFile;
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struct GameData;
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class ServerThread : public Thread
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{
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public:
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ServerThread(ServerCallback &gui);
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ServerThread(GuiInterface &gui, ConfigFile *config);
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virtual ~ServerThread();
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// Set the parameters.
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@@ -46,6 +47,7 @@ public:
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void WaitForClientAction(GameState state, unsigned uniquePlayerId);
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ServerCallback &GetCallback();
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GuiInterface &GetGui();
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protected:
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@@ -64,7 +66,7 @@ private:
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std::auto_ptr<ServerContext> m_context;
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std::auto_ptr<ServerRecvThread> m_recvThread;
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ServerCallback &m_callback;
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GuiInterface &m_gui;
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};
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#endif
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