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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+12
-5
@@ -26,6 +26,8 @@
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#include <map>
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#include <boost/shared_ptr.hpp>
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class SessionData;
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enum PlayerType
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{
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PLAYER_TYPE_COMPUTER,
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@@ -46,6 +48,10 @@ public:
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{return m_avatarFile;}
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void SetAvatarFile(const std::string &avatarFile)
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{m_avatarFile = avatarFile;}
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boost::shared_ptr<SessionData> GetNetSessionData()
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{return m_netSessionData;}
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void SetNetSessionData(boost::shared_ptr<SessionData> session)
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{m_netSessionData = session;}
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PlayerType GetType() const
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{return m_type;}
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unsigned GetUniqueId() const
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@@ -57,11 +63,12 @@ public:
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{return m_number < other.GetNumber();}
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private:
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unsigned m_uniqueId;
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int m_number;
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std::string m_name;
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std::string m_avatarFile;
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PlayerType m_type;
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unsigned m_uniqueId;
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int m_number;
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std::string m_name;
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std::string m_avatarFile;
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PlayerType m_type;
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boost::shared_ptr<SessionData> m_netSessionData;
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};
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typedef std::list<boost::shared_ptr<PlayerData> > PlayerDataList;
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