Use unix linefeeds for all files. Finally. It's about time.
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-172
@@ -1,172 +1,172 @@
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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/* Network server game thread. */
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#ifndef _SERVERGAMETHREAD_H_
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#define _SERVERGAMETHREAD_H_
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#include <net/sessionmanager.h>
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#include <gui/guiinterface.h>
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#include <gamedata.h>
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#include <deque>
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#define GAME_THREAD_TERMINATE_TIMEOUT THREAD_WAIT_INFINITE
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class SenderThread;
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class ReceiverHelper;
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class ServerLobbyThread;
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class GameSenderCallback;
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class ServerGameState;
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class ConfigFile;
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struct GameData;
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class Game;
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class ServerGameThread : public Thread
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{
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public:
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ServerGameThread(
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ServerLobbyThread &lobbyThread, u_int32_t id, const std::string &name, const std::string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig);
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virtual ~ServerGameThread();
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u_int32_t GetId() const;
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const std::string &GetName() const;
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void AddSession(SessionWrapper session);
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void KickPlayer(unsigned playerId);
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ServerCallback &GetCallback();
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GameState GetCurRound() const;
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void SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state);
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void RemoveAllSessions();
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bool IsPasswordProtected() const;
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bool CheckPassword(const std::string &password) const;
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const GameData &GetGameData() const;
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boost::shared_ptr<PlayerData> GetPlayerDataByUniqueId(unsigned playerId) const;
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PlayerIdList GetPlayerIdList() const;
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bool IsPlayerConnected(const std::string &name) const;
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bool IsRunning() const;
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unsigned GetAdminPlayerId() const;
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void SetAdminPlayerId(unsigned playerId);
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// should be protected, but is needed in function.
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const Game &GetGame() const;
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Game &GetGame();
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protected:
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typedef std::deque<SessionWrapper> SessionQueue;
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// Main function of the thread.
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virtual void Main();
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void KickPlayerLoop();
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void InternalStartGame();
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void ResetGame();
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void InternalKickPlayer(unsigned playerId);
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PlayerDataList GetFullPlayerDataList() const;
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void AddComputerPlayer(boost::shared_ptr<PlayerData> player);
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void ResetComputerPlayerList();
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void GracefulRemoveSession(SessionWrapper session);
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void RemovePlayerData(boost::shared_ptr<PlayerData> player);
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void ErrorRemoveSession(SessionWrapper session);
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void SessionError(SessionWrapper session, int errorCode);
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void MoveSessionToLobby(SessionWrapper session, int reason);
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void RemoveDisconnectedPlayers();
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size_t GetCurNumberOfPlayers() const;
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void AssignPlayerNumbers();
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ServerLobbyThread &GetLobbyThread();
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ServerGameState &GetState();
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void SetState(ServerGameState &newState);
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SenderThread &GetSender();
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ReceiverHelper &GetReceiver();
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const StartData &GetStartData() const;
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void SetStartData(const StartData &startData);
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GameSenderCallback &GetSenderCallback();
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GuiInterface &GetGui();
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unsigned GetNextGameNum();
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const SessionManager &GetSessionManager() const;
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SessionManager &GetSessionManager();
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private:
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SessionQueue m_sessionQueue;
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mutable boost::mutex m_sessionQueueMutex;
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SessionManager m_sessionManager;
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PlayerDataList m_computerPlayerList;
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mutable boost::mutex m_computerPlayerListMutex;
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PlayerIdList m_kickPlayerList;
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mutable boost::mutex m_kickPlayerListMutex;
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unsigned m_adminPlayerId;
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mutable boost::mutex m_adminPlayerIdMutex;
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ServerLobbyThread &m_lobbyThread;
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boost::shared_ptr<ReceiverHelper> m_receiver;
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boost::shared_ptr<SenderThread> m_sender;
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boost::shared_ptr<GameSenderCallback> m_senderCallback;
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GuiInterface &m_gui;
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const GameData m_gameData;
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StartData m_startData;
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boost::shared_ptr<Game> m_game;
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const u_int32_t m_id;
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const std::string m_name;
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const std::string m_password;
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ConfigFile *m_playerConfig;
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ServerGameState *m_curState;
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unsigned m_gameNum;
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friend class AbstractServerGameStateReceiving;
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friend class AbstractServerGameStateRunning;
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friend class ServerGameStateInit;
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friend class ServerGameStateWaitAck;
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friend class ServerGameStateStartGame;
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friend class ServerGameStateStartHand;
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friend class ServerGameStateStartRound;
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friend class ServerGameStateWaitPlayerAction;
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friend class ServerGameStateComputerAction;
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friend class ServerGameStateDealCardsDelay;
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friend class ServerGameStateShowCardsDelay;
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friend class ServerGameStateNextHandDelay;
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friend class ServerGameStateNextGameDelay;
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friend class GameSenderCallback;
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};
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#endif
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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/* Network server game thread. */
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#ifndef _SERVERGAMETHREAD_H_
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#define _SERVERGAMETHREAD_H_
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#include <net/sessionmanager.h>
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#include <gui/guiinterface.h>
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#include <gamedata.h>
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#include <deque>
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#define GAME_THREAD_TERMINATE_TIMEOUT THREAD_WAIT_INFINITE
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class SenderThread;
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class ReceiverHelper;
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class ServerLobbyThread;
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class GameSenderCallback;
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class ServerGameState;
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class ConfigFile;
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struct GameData;
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class Game;
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class ServerGameThread : public Thread
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{
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public:
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ServerGameThread(
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ServerLobbyThread &lobbyThread, u_int32_t id, const std::string &name, const std::string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig);
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virtual ~ServerGameThread();
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u_int32_t GetId() const;
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const std::string &GetName() const;
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void AddSession(SessionWrapper session);
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void KickPlayer(unsigned playerId);
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ServerCallback &GetCallback();
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GameState GetCurRound() const;
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void SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state);
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void RemoveAllSessions();
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bool IsPasswordProtected() const;
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bool CheckPassword(const std::string &password) const;
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const GameData &GetGameData() const;
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boost::shared_ptr<PlayerData> GetPlayerDataByUniqueId(unsigned playerId) const;
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PlayerIdList GetPlayerIdList() const;
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bool IsPlayerConnected(const std::string &name) const;
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bool IsRunning() const;
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unsigned GetAdminPlayerId() const;
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void SetAdminPlayerId(unsigned playerId);
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// should be protected, but is needed in function.
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const Game &GetGame() const;
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Game &GetGame();
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protected:
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typedef std::deque<SessionWrapper> SessionQueue;
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// Main function of the thread.
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virtual void Main();
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void KickPlayerLoop();
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void InternalStartGame();
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void ResetGame();
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void InternalKickPlayer(unsigned playerId);
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PlayerDataList GetFullPlayerDataList() const;
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void AddComputerPlayer(boost::shared_ptr<PlayerData> player);
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void ResetComputerPlayerList();
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void GracefulRemoveSession(SessionWrapper session);
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void RemovePlayerData(boost::shared_ptr<PlayerData> player);
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void ErrorRemoveSession(SessionWrapper session);
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void SessionError(SessionWrapper session, int errorCode);
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void MoveSessionToLobby(SessionWrapper session, int reason);
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void RemoveDisconnectedPlayers();
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size_t GetCurNumberOfPlayers() const;
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void AssignPlayerNumbers();
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ServerLobbyThread &GetLobbyThread();
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ServerGameState &GetState();
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void SetState(ServerGameState &newState);
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SenderThread &GetSender();
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ReceiverHelper &GetReceiver();
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const StartData &GetStartData() const;
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void SetStartData(const StartData &startData);
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GameSenderCallback &GetSenderCallback();
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GuiInterface &GetGui();
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unsigned GetNextGameNum();
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const SessionManager &GetSessionManager() const;
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SessionManager &GetSessionManager();
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private:
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SessionQueue m_sessionQueue;
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mutable boost::mutex m_sessionQueueMutex;
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SessionManager m_sessionManager;
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PlayerDataList m_computerPlayerList;
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mutable boost::mutex m_computerPlayerListMutex;
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PlayerIdList m_kickPlayerList;
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mutable boost::mutex m_kickPlayerListMutex;
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unsigned m_adminPlayerId;
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mutable boost::mutex m_adminPlayerIdMutex;
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ServerLobbyThread &m_lobbyThread;
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boost::shared_ptr<ReceiverHelper> m_receiver;
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boost::shared_ptr<SenderThread> m_sender;
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boost::shared_ptr<GameSenderCallback> m_senderCallback;
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GuiInterface &m_gui;
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const GameData m_gameData;
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StartData m_startData;
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boost::shared_ptr<Game> m_game;
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const u_int32_t m_id;
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const std::string m_name;
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const std::string m_password;
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ConfigFile *m_playerConfig;
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ServerGameState *m_curState;
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unsigned m_gameNum;
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friend class AbstractServerGameStateReceiving;
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friend class AbstractServerGameStateRunning;
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friend class ServerGameStateInit;
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friend class ServerGameStateWaitAck;
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friend class ServerGameStateStartGame;
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friend class ServerGameStateStartHand;
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friend class ServerGameStateStartRound;
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friend class ServerGameStateWaitPlayerAction;
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friend class ServerGameStateComputerAction;
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friend class ServerGameStateDealCardsDelay;
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friend class ServerGameStateShowCardsDelay;
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friend class ServerGameStateNextHandDelay;
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friend class ServerGameStateNextGameDelay;
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friend class GameSenderCallback;
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};
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#endif
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