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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@@ -42,11 +42,6 @@ public:
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void SetState(State state)
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{m_state = state;}
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const boost::shared_ptr<PlayerData> GetPlayerData() const
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{return m_playerData;}
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void SetPlayerData(boost::shared_ptr<PlayerData> playerData)
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{m_playerData = playerData;}
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SOCKET GetSocket() const
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{return m_sockfd;}
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@@ -60,7 +55,6 @@ private:
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unsigned m_id;
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State m_state;
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std::string m_clientAddr;
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boost::shared_ptr<PlayerData> m_playerData;
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};
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#endif
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