More work on rejoin. Server still sends a denial message.
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@@ -129,8 +129,16 @@ private:
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static ServerGameStateStartGame s_state;
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};
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class AbstractServerGameStateRunning : public AbstractServerGameStateReceiving
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{
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public:
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virtual ~AbstractServerGameStateRunning();
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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};
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// State: Within hand.
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class ServerGameStateHand : public AbstractServerGameStateReceiving
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class ServerGameStateHand : public AbstractServerGameStateRunning
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{
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public:
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static ServerGameStateHand &Instance();
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@@ -141,7 +149,6 @@ public:
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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protected:
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ServerGameStateHand();
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@@ -164,7 +171,7 @@ private:
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};
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// State: Wait for a player action.
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class ServerGameStateWaitPlayerAction : public AbstractServerGameStateReceiving
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class ServerGameStateWaitPlayerAction : public AbstractServerGameStateRunning
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{
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public:
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static ServerGameStateWaitPlayerAction &Instance();
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@@ -175,7 +182,6 @@ public:
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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protected:
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ServerGameStateWaitPlayerAction();
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@@ -188,7 +194,7 @@ private:
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};
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// State: Wait for the next hand.
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class ServerGameStateWaitNextHand : public AbstractServerGameStateReceiving
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class ServerGameStateWaitNextHand : public AbstractServerGameStateRunning
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{
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public:
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static ServerGameStateWaitNextHand &Instance();
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@@ -199,7 +205,6 @@ public:
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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protected:
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ServerGameStateWaitNextHand();
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