Fixed bug when folding after raising.
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@@ -670,10 +670,14 @@ ServerRecvStateWaitPlayerAction::InternalProcess(ServerRecvThread &server, Sessi
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assert(tmpPlayer); // TODO throw exception
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tmpPlayer->setMyAction(actionData.playerAction);
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tmpPlayer->setMySet(actionData.playerBet);
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// Only change the player bet if action is not fold/check
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if (actionData.playerAction != PLAYER_ACTION_FOLD && actionData.playerAction != PLAYER_ACTION_CHECK)
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{
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tmpPlayer->setMySet(actionData.playerBet);
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if (tmpPlayer->getMySet() > GetHighestSet(curGame))
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SetHighestSet(curGame, tmpPlayer->getMySet());
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if (tmpPlayer->getMySet() > GetHighestSet(curGame))
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SetHighestSet(curGame, tmpPlayer->getMySet());
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}
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boost::shared_ptr<NetPacket> notifyActionDone(new NetPacketPlayersActionDone);
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NetPacketPlayersActionDone::Data actionDoneData;
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@@ -766,12 +770,19 @@ ServerRecvStateNextHand::SetTimer(const boost::microsec_timer &timer)
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}
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int
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ServerRecvStateNextHand::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerRecvStateNextHand::Process(ServerRecvThread &server)
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{
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int retVal = ServerRecvStateReceiving::Process(server);
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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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Thread::Msleep(10);
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return retVal;
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}
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int
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ServerRecvStateNextHand::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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return MSG_SOCK_INTERNAL_PENDING;
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}
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@@ -795,8 +806,6 @@ ServerRecvStateFinal::~ServerRecvStateFinal()
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int
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ServerRecvStateFinal::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
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Thread::Msleep(10);
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return MSG_SOCK_INTERNAL_PENDING;
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}
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