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
View File
@@ -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;