Made it compile on windows. Fixed bug: Chat during change of hand did not work. Changed audio extension to wav.
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@@ -109,7 +109,7 @@ ClientThread::SendChatMessage(const std::string &msg)
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static_cast<NetPacketSendChatText *>(chat.get())->SetData(chatData);
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// The sender is thread-safe, so just dump the packet.
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GetSender().Send(GetContext().GetSocket(), chat);
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} catch (const NetException &e)
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} catch (const NetException &)
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{
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}
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}
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@@ -766,7 +766,7 @@ ServerRecvStateNextHand::SetTimer(const boost::microsec_timer &timer)
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}
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int
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ServerRecvStateNextHand::Process(ServerRecvThread &server)
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ServerRecvStateNextHand::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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if (m_delayTimer.elapsed().seconds() >= SERVER_NEXT_HAND_DELAY_SEC)
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server.SetState(ServerRecvStateStartHand::Instance());
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@@ -181,8 +181,8 @@ protected:
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static void SetHighestSet(Game &curGame, int highestSet);
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};
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// State: Final.
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class ServerRecvStateNextHand : public ServerRecvStateRunning
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// State: Delay before next hand.
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class ServerRecvStateNextHand : public ServerRecvStateReceiving, public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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@@ -192,14 +192,13 @@ public:
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void SetTimer(const boost::microsec_timer &timer);
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//
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virtual int Process(ServerRecvThread &server);
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateNextHand();
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virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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private:
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boost::microsec_timer m_delayTimer;
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