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@@ -32,8 +32,11 @@
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using namespace std;
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#define SERVER_WAIT_TIMEOUT_MSEC 50
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#define SERVER_NEXT_HAND_DELAY_SEC 10
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#define SERVER_WAIT_TIMEOUT_MSEC 50
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#define SERVER_NEXT_HAND_DELAY_SEC 10
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#define SERVER_DEAL_FLOP_CARDS_SEC 6
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#define SERVER_DEAL_TURN_CARD_SEC 3
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#define SERVER_DEAL_RIVER_CARD_SEC 3
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// Helper functions
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@@ -440,129 +443,132 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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Game &curGame = server.GetGame();
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// Call main loop - if state changes, call again.
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// Main game loop.
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int curRound = curGame.getCurrentHand()->getActualRound();
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curGame.getCurrentHand()->switchRounds();
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if (!curGame.getCurrentHand()->getAllInCondition())
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GameRun(curGame);
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int newRound = curGame.getCurrentHand()->getActualRound();
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int curRound;
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do
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// If round changes, deal cards if needed.
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if (newRound != curRound)
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{
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curRound = newRound;
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curGame.getCurrentHand()->switchRounds();
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if (!curGame.getCurrentHand()->getAllInCondition())
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GameRun(curGame);
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newRound = curGame.getCurrentHand()->getActualRound();
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assert(newRound > curRound);
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SendNewRoundCards(server, curGame, newRound);
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// If round changes, deal cards if needed.
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if (newRound != curRound)
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{
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assert(newRound > curRound);
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SendNewRoundCards(server, curGame, newRound);
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}
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} while (newRound != curRound);
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if (newRound != GAME_STATE_POST_RIVER) // continue hand
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{
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if (!curGame.getCurrentHand()->getAllInCondition())
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{
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// Retrieve current player.
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PlayerInterface *curPlayer = GetCurrentPlayer(curGame);
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assert(curPlayer); // TODO throw exception
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assert(curPlayer->getMyActiveStatus()); // TODO throw exception
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boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
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NetPacketPlayersTurn::Data playersTurnData;
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playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
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playersTurnData.playerId = curPlayer->getMyUniqueID();
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static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
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server.SendToAllPlayers(notification);
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server.SetState(ServerRecvStateWaitPlayerAction::Instance());
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retVal = MSG_NET_GAME_SERVER_ROUND;
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}
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boost::microsec_timer delayTimer;
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delayTimer.start();
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ServerRecvStateDealCardsDelay::Instance().SetTimer(delayTimer);
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server.SetState(ServerRecvStateDealCardsDelay::Instance());
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retVal = MSG_NET_GAME_SERVER_CARDS_DELAY;
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}
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else // hand is over
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else
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{
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// Let the engine find out the winner(s).
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curGame.getCurrentHand()->getRiver()->postRiverRun();
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// Count active players. If only one player is left, no cards are shown.
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int activePlayersCounter = 0;
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std::list<PlayerInterface *> activePlayers;
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for (int i = 0; i < curGame.getStartQuantityPlayers() ; i++)
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{
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if (curGame.getPlayerArray()[i]->getMyActiveStatus()
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&& curGame.getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD)
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if (newRound != GAME_STATE_POST_RIVER) // continue hand
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{
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if (!curGame.getCurrentHand()->getAllInCondition())
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{
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activePlayersCounter++;
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activePlayers.push_back(curGame.getPlayerArray()[i]);
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// Retrieve current player.
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PlayerInterface *curPlayer = GetCurrentPlayer(curGame);
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assert(curPlayer); // TODO throw exception
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assert(curPlayer->getMyActiveStatus()); // TODO throw exception
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boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
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NetPacketPlayersTurn::Data playersTurnData;
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playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
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playersTurnData.playerId = curPlayer->getMyUniqueID();
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static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
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server.SendToAllPlayers(notification);
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server.SetState(ServerRecvStateWaitPlayerAction::Instance());
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retVal = MSG_NET_GAME_SERVER_ROUND;
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}
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}
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assert(activePlayersCounter);
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assert(!activePlayers.empty());
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if (activePlayersCounter == 1)
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else // hand is over
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{
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// End of Hand, but keep cards hidden.
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PlayerInterface *player = activePlayers.front();
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boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandHideCards);
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NetPacketEndOfHandHideCards::Data endHandData;
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endHandData.playerId = player->getMyUniqueID();
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endHandData.moneyWon = 0; // TODO
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endHandData.playerMoney = player->getMyCash();
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static_cast<NetPacketEndOfHandHideCards *>(endHand.get())->SetData(endHandData);
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// Let the engine find out the winner(s).
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curGame.getCurrentHand()->getRiver()->postRiverRun();
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server.SendToAllPlayers(endHand);
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}
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else
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{
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// End of Hand - show cards of active players.
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boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandShowCards);
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NetPacketEndOfHandShowCards::Data endHandData;
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std::list<PlayerInterface *>::iterator i = activePlayers.begin();
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std::list<PlayerInterface *>::iterator end = activePlayers.end();
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while (i != end)
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{
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NetPacketEndOfHandShowCards::PlayerResult tmpPlayerResult;
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tmpPlayerResult.playerId = (*i)->getMyUniqueID();
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int tmpCards[2];
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(*i)->getMyCards(tmpCards);
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tmpPlayerResult.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
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tmpPlayerResult.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
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for (int num = 0; num < 5; num++)
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tmpPlayerResult.bestHandPos[num] = (*i)->getMyBestHandPosition()[num];
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tmpPlayerResult.valueOfCards = (*i)->getMyCardsValueInt();
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tmpPlayerResult.moneyWon = 0; // TODO
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tmpPlayerResult.playerMoney = (*i)->getMyCash();
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endHandData.playerResults.push_back(tmpPlayerResult);
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++i;
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// Count active players. If only one player is left, no cards are shown.
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int activePlayersCounter = 0;
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std::list<PlayerInterface *> activePlayers;
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for (int i = 0; i < curGame.getStartQuantityPlayers() ; i++)
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{
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if (curGame.getPlayerArray()[i]->getMyActiveStatus()
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&& curGame.getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD)
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{
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activePlayersCounter++;
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activePlayers.push_back(curGame.getPlayerArray()[i]);
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}
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}
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static_cast<NetPacketEndOfHandShowCards *>(endHand.get())->SetData(endHandData);
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assert(activePlayersCounter);
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assert(!activePlayers.empty());
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server.SendToAllPlayers(endHand);
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}
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// Start next hand - if enough players are left.
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int playersPositiveCashCounter = 0;
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for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
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{
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if (curGame.getCurrentHand()->getPlayerArray()[i]->getMyCash() > 0)
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playersPositiveCashCounter++;
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}
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if (playersPositiveCashCounter == 1)
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server.SetState(ServerRecvStateFinal::Instance()); // TODO
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else
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{
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boost::microsec_timer delayTimer;
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delayTimer.start();
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ServerRecvStateNextHand::Instance().SetTimer(delayTimer);
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server.SetState(ServerRecvStateNextHand::Instance());
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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if (activePlayersCounter == 1)
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{
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// End of Hand, but keep cards hidden.
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PlayerInterface *player = activePlayers.front();
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boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandHideCards);
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NetPacketEndOfHandHideCards::Data endHandData;
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endHandData.playerId = player->getMyUniqueID();
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endHandData.moneyWon = 0; // TODO
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endHandData.playerMoney = player->getMyCash();
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static_cast<NetPacketEndOfHandHideCards *>(endHand.get())->SetData(endHandData);
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server.SendToAllPlayers(endHand);
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}
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else
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{
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// End of Hand - show cards of active players.
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boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandShowCards);
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NetPacketEndOfHandShowCards::Data endHandData;
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std::list<PlayerInterface *>::iterator i = activePlayers.begin();
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std::list<PlayerInterface *>::iterator end = activePlayers.end();
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while (i != end)
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{
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NetPacketEndOfHandShowCards::PlayerResult tmpPlayerResult;
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tmpPlayerResult.playerId = (*i)->getMyUniqueID();
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int tmpCards[2];
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(*i)->getMyCards(tmpCards);
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tmpPlayerResult.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
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tmpPlayerResult.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
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for (int num = 0; num < 5; num++)
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tmpPlayerResult.bestHandPos[num] = (*i)->getMyBestHandPosition()[num];
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tmpPlayerResult.valueOfCards = (*i)->getMyCardsValueInt();
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tmpPlayerResult.moneyWon = 0; // TODO
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tmpPlayerResult.playerMoney = (*i)->getMyCash();
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endHandData.playerResults.push_back(tmpPlayerResult);
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++i;
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}
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static_cast<NetPacketEndOfHandShowCards *>(endHand.get())->SetData(endHandData);
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server.SendToAllPlayers(endHand);
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}
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// Start next hand - if enough players are left.
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int playersPositiveCashCounter = 0;
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for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
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{
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if (curGame.getCurrentHand()->getPlayerArray()[i]->getMyCash() > 0)
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playersPositiveCashCounter++;
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}
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if (playersPositiveCashCounter == 1)
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server.SetState(ServerRecvStateFinal::Instance()); // TODO
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else
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{
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boost::microsec_timer delayTimer;
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delayTimer.start();
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ServerRecvStateNextHand::Instance().SetTimer(delayTimer);
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server.SetState(ServerRecvStateNextHand::Instance());
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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}
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}
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}
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return retVal;
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@@ -737,7 +743,8 @@ ServerRecvStateWaitPlayerAction::GetHighestSet(Game &curGame)
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{
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int highestSet = 0;
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// TODO: no switch needed here if game states are polymorphic
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switch(curGame.getCurrentHand()->getActualRound()) {
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switch(curGame.getCurrentHand()->getActualRound())
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{
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case GAME_STATE_PREFLOP: {
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highestSet = curGame.getCurrentHand()->getPreflop()->getHighestSet();
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} break;
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@@ -761,7 +768,8 @@ void
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ServerRecvStateWaitPlayerAction::SetHighestSet(Game &curGame, int highestSet)
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{
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// TODO: no switch needed here if game states are polymorphic
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switch(curGame.getCurrentHand()->getActualRound()) {
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switch(curGame.getCurrentHand()->getActualRound())
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{
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case GAME_STATE_PREFLOP: {
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curGame.getCurrentHand()->getPreflop()->setHighestSet(highestSet);
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} break;
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@@ -782,6 +790,64 @@ ServerRecvStateWaitPlayerAction::SetHighestSet(Game &curGame, int highestSet)
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//-----------------------------------------------------------------------------
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ServerRecvStateDealCardsDelay &
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ServerRecvStateDealCardsDelay::Instance()
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{
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static ServerRecvStateDealCardsDelay state;
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return state;
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}
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ServerRecvStateDealCardsDelay::ServerRecvStateDealCardsDelay()
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{
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}
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ServerRecvStateDealCardsDelay::~ServerRecvStateDealCardsDelay()
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{
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}
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void
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ServerRecvStateDealCardsDelay::SetTimer(const boost::microsec_timer &timer)
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{
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m_delayTimer = timer;
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}
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int
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ServerRecvStateDealCardsDelay::Process(ServerRecvThread &server)
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{
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int retVal = ServerRecvStateReceiving::Process(server);
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Game &curGame = server.GetGame();
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int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? 2 : 0;
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switch(curGame.getCurrentHand()->getActualRound())
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{
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case GAME_STATE_FLOP:
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|
|
|
|
if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_FLOP_CARDS_SEC + allInDelay)
|
|
|
|
|
server.SetState(ServerRecvStateStartRound::Instance());
|
|
|
|
|
break;
|
|
|
|
|
case GAME_STATE_TURN:
|
|
|
|
|
if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_TURN_CARD_SEC + allInDelay)
|
|
|
|
|
server.SetState(ServerRecvStateStartRound::Instance());
|
|
|
|
|
break;
|
|
|
|
|
case GAME_STATE_RIVER:
|
|
|
|
|
if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_RIVER_CARD_SEC + allInDelay)
|
|
|
|
|
server.SetState(ServerRecvStateStartRound::Instance());
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
server.SetState(ServerRecvStateStartRound::Instance());
|
|
|
|
|
}
|
|
|
|
|
return retVal;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
|
ServerRecvStateDealCardsDelay::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
|
|
|
|
|
{
|
|
|
|
|
return MSG_SOCK_INTERNAL_PENDING;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
ServerRecvStateNextHand &
|
|
|
|
|
ServerRecvStateNextHand::Instance()
|
|
|
|
|
{
|
|
|
|
|