Made it compile on windows. Fixed bug: Chat during change of hand did not work. Changed audio extension to wav.

This commit is contained in:
lotodore
2007-06-02 15:53:19 +00:00
parent 916d2fa208
commit 9512133490
6 changed files with 25 additions and 20 deletions
+1 -1
View File
@@ -109,7 +109,7 @@ ClientThread::SendChatMessage(const std::string &msg)
static_cast<NetPacketSendChatText *>(chat.get())->SetData(chatData);
// The sender is thread-safe, so just dump the packet.
GetSender().Send(GetContext().GetSocket(), chat);
} catch (const NetException &e)
} catch (const NetException &)
{
}
}
+1 -1
View File
@@ -766,7 +766,7 @@ ServerRecvStateNextHand::SetTimer(const boost::microsec_timer &timer)
}
int
ServerRecvStateNextHand::Process(ServerRecvThread &server)
ServerRecvStateNextHand::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
if (m_delayTimer.elapsed().seconds() >= SERVER_NEXT_HAND_DELAY_SEC)
server.SetState(ServerRecvStateStartHand::Instance());
+4 -5
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@@ -181,8 +181,8 @@ protected:
static void SetHighestSet(Game &curGame, int highestSet);
};
// State: Final.
class ServerRecvStateNextHand : public ServerRecvStateRunning
// State: Delay before next hand.
class ServerRecvStateNextHand : public ServerRecvStateReceiving, public ServerRecvStateRunning
{
public:
// Access the state singleton.
@@ -192,14 +192,13 @@ public:
void SetTimer(const boost::microsec_timer &timer);
//
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateNextHand();
virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
private:
boost::microsec_timer m_delayTimer;
+3 -1
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@@ -11,6 +11,8 @@
//
#include "sdlplayer.h"
#include <iostream>
using namespace std;
SDLPlayer::SDLPlayer()
@@ -48,7 +50,7 @@ void SDLPlayer::playSound(string audioString) {
cout << "play now" << endl;
/* Actually loads up the music */
string completeAudioString = audioString + ".ogg";
string completeAudioString = audioString + ".wav";
music = Mix_LoadMUS(completeAudioString.c_str());
/* This begins playing the music - the first argument is a
+13 -9
View File
@@ -12,20 +12,24 @@
#ifndef SDLPLAYER_H
#define SDLPLAYER_H
#include <iostream>
#include <string>
#ifdef _WIN32
#include <SDL.h>
#include <SDL_mixer.h>
#else
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#endif
#include "SDL/SDL.h"
#include "SDL/SDL_mixer.h"
#include <string>
/**
@author FThauer FHammer <webmaster@pokerth.net>
*/
class SDLPlayer{
public:
SDLPlayer();
SDLPlayer();
~SDLPlayer();
~SDLPlayer();
void initAudio();
void playSound(std::string);
@@ -35,9 +39,9 @@ public:
private:
int audio_rate;
Uint16 audio_format;
int audio_channels;
int audio_buffers;
Uint16 audio_format;
int audio_channels;
int audio_buffers;
Mix_Music *music;
};