Made it compile on windows. Fixed bug: Chat during change of hand did not work. Changed audio extension to wav.
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+3
-3
@@ -249,9 +249,9 @@ win32{
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SOURCES += src/core/win32/rand.cpp \
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src/net/win32/socket_helper.cpp \
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src/net/win32/socket_startup.cpp
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INCLUDEPATH += ../boost/
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LIBPATH += ../boost/stage/lib
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LIBS += gdi32.lib comdlg32.lib oleaut32.lib imm32.lib winmm.lib winspool.lib ole32.lib uuid.lib user32.lib msimg32.lib shell32.lib kernel32.lib ws2_32.lib advapi32.lib
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INCLUDEPATH += ../boost/ ../SDL/include ../SDL_mixer
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LIBPATH += ../boost/stage/lib ../SDL/VisualC/SDL/Release ../SDL/VisualC/SDLmain/Release ../SDL_mixer/VisualC/Release
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LIBS += gdi32.lib comdlg32.lib oleaut32.lib imm32.lib winmm.lib winspool.lib ole32.lib uuid.lib user32.lib msimg32.lib shell32.lib kernel32.lib ws2_32.lib advapi32.lib sdl.lib sdlmain.lib sdl_mixer.lib
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RC_FILE = pokerth.rc
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}
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!win32{
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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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@@ -11,6 +11,8 @@
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//
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#include "sdlplayer.h"
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#include <iostream>
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using namespace std;
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SDLPlayer::SDLPlayer()
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@@ -48,7 +50,7 @@ void SDLPlayer::playSound(string audioString) {
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cout << "play now" << endl;
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/* Actually loads up the music */
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string completeAudioString = audioString + ".ogg";
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string completeAudioString = audioString + ".wav";
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music = Mix_LoadMUS(completeAudioString.c_str());
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/* This begins playing the music - the first argument is a
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@@ -12,11 +12,15 @@
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#ifndef SDLPLAYER_H
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#define SDLPLAYER_H
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#include <iostream>
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#include <string>
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#ifdef _WIN32
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#include <SDL.h>
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#include <SDL_mixer.h>
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#else
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#include <SDL/SDL.h>
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#include <SDL/SDL_mixer.h>
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#endif
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#include "SDL/SDL.h"
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#include "SDL/SDL_mixer.h"
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#include <string>
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/**
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@author FThauer FHammer <webmaster@pokerth.net>
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