Fixing delayed sending of create/join game for network games.
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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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