Fixing delayed sending of create/join game for network games.
This commit is contained in:
@@ -108,6 +108,7 @@ protected:
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void InitGame();
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void SendSessionPacket(boost::shared_ptr<NetPacket> packet);
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void SendQueuedPackets();
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bool GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const;
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void RequestPlayerInfo(unsigned id, bool requestAvatar = false);
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@@ -481,25 +481,28 @@ ClientThread::SendSessionPacket(boost::shared_ptr<NetPacket> packet)
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{
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// Put packets in a buffer until the session is established.
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if (IsSessionEstablished())
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{
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if (!m_outPacketList.empty())
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{
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NetPacketList::iterator i = m_outPacketList.begin();
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NetPacketList::iterator end = m_outPacketList.end();
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while (i != end)
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{
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GetSender().Send(GetContext().GetSessionData(), *i);
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++i;
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}
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m_outPacketList.clear();
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}
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GetSender().Send(GetContext().GetSessionData(), packet);
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}
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else
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m_outPacketList.push_back(packet);
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}
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void
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ClientThread::SendQueuedPackets()
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{
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if (!m_outPacketList.empty())
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{
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NetPacketList::iterator i = m_outPacketList.begin();
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NetPacketList::iterator end = m_outPacketList.end();
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while (i != end)
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{
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GetSender().Send(GetContext().GetSessionData(), *i);
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++i;
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}
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m_outPacketList.clear();
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}
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}
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bool
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ClientThread::GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const
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{
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@@ -1297,7 +1300,12 @@ ClientThread::IsSessionEstablished() const
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void
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ClientThread::SetSessionEstablished(bool flag)
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{
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m_sessionEstablished = flag;
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if (m_sessionEstablished != flag)
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{
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m_sessionEstablished = flag;
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if (flag)
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SendQueuedPackets();
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}
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}
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bool
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@@ -180,12 +180,9 @@ AbstractServerGameStateReceiving::~AbstractServerGameStateReceiving()
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{
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}
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int
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void
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AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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// This is the receive loop for the server.
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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if (packet->IsClientActivity())
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session.sessionData->ResetActivityTimer();
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if (packet->ToNetPacketRetrievePlayerInfo())
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@@ -267,10 +264,8 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
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else
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{
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// Packet processing in subclass.
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retVal = InternalProcessPacket(server, session, packet);
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InternalProcessPacket(server, session, packet);
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}
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return retVal;
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}
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//-----------------------------------------------------------------------------
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@@ -423,11 +418,9 @@ ServerGameStateInit::TimerAdminTimeout(const boost::system::error_code &ec, boos
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}
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}
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int
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void
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ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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if (packet->ToNetPacketStartEvent())
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{
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// Only admins are allowed to start the game.
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@@ -476,8 +469,6 @@ ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server,
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{
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server->SessionError(session, ERR_SOCK_INVALID_PACKET);
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}
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return retVal;
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}
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boost::shared_ptr<NetPacket>
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@@ -532,11 +523,9 @@ ServerGameStateStartGame::HandleNewSession(boost::shared_ptr<ServerGame> server,
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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int
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void
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ServerGameStateStartGame::InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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if (packet->ToNetPacketStartEventAck())
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{
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session.sessionData->SetReadyFlag();
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@@ -545,11 +534,8 @@ ServerGameStateStartGame::InternalProcessPacket(boost::shared_ptr<ServerGame> se
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// Everyone is ready.
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server->GetSessionManager().ResetAllReadyFlags();
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DoStart(server);
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retVal = MSG_SOCK_INIT_DONE;
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}
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}
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return retVal;
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}
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void
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@@ -651,11 +637,10 @@ ServerGameStateHand::HandleNewSession(boost::shared_ptr<ServerGame> server, Sess
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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int
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void
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ServerGameStateHand::InternalProcessPacket(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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{
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// TODO: maybe reject packet.
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return MSG_SOCK_INTERNAL_PENDING;
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}
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void
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@@ -1116,11 +1101,9 @@ ServerGameStateWaitPlayerAction::HandleNewSession(boost::shared_ptr<ServerGame>
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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int
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void
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ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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if (packet->ToNetPacketPlayersAction())
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{
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NetPacketPlayersAction::Data actionData;
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@@ -1171,7 +1154,6 @@ ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerG
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{
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PerformPlayerAction(*server, tmpPlayer, actionData.playerAction, actionData.playerBet);
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server->SetState(ServerGameStateHand::Instance());
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retVal = MSG_NET_GAME_SERVER_ACTION;
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}
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else
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{
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@@ -1186,8 +1168,6 @@ ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerG
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server->GetLobbyThread().GetSender().Send(session.sessionData, reject);
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}
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}
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return retVal;
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}
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void
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@@ -50,7 +50,7 @@ public:
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session) = 0;
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// Main processing function of the current state.
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virtual int ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
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virtual void ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
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};
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// Abstract State: Receiving.
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@@ -61,11 +61,11 @@ public:
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// Globally handle packets which are allowed in all running states.
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// Calls InternalProcess if packet has not been processed.
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virtual int ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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virtual void ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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protected:
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virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
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};
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// State: Initialization.
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@@ -90,7 +90,7 @@ protected:
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void TimerAdminWarning(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerAdminTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(const PlayerData &playerData);
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@@ -114,7 +114,7 @@ public:
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protected:
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ServerGameStateStartGame();
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virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void DoStart(boost::shared_ptr<ServerGame> server);
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@@ -138,7 +138,7 @@ public:
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protected:
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ServerGameStateHand();
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virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerLoop(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void EngineLoop(boost::shared_ptr<ServerGame> server);
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void TimerShowCards(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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@@ -170,7 +170,7 @@ public:
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protected:
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ServerGameStateWaitPlayerAction();
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virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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private:
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@@ -192,7 +192,7 @@ public:
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/) {}
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// Main processing function of the current state.
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virtual int ProcessPacket(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/) {return 0;}
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virtual void ProcessPacket(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/) {}
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protected:
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ServerGameStateFinal() {}
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