Added new packet type as end of game notification. Now displaying dialogs at end of game, to start a new game. Server errors are displayed.
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@@ -34,6 +34,7 @@ using namespace std;
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#define SERVER_WAIT_TIMEOUT_MSEC 50
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#define SERVER_DELAY_NEXT_HAND_SEC 10
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#define SERVER_DELAY_NEXT_GAME_SEC 10
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#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
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#define SERVER_DEAL_TURN_CARD_DELAY_SEC 2
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#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
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@@ -642,11 +643,16 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
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if (curGame.getCurrentHand()->getPlayerArray()[i]->getMyCash() > 0)
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playersPositiveCashCounter++;
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}
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assert(playersPositiveCashCounter);
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if (playersPositiveCashCounter == 1)
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server.SetState(ServerRecvStateFinal::Instance()); // TODO
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{
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// View a dialog for a new game - delayed.
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server.SetState(ServerRecvStateNextGameDelay::Instance());
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retVal = MSG_NET_GAME_SERVER_END;
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}
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else
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{
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server.SetState(ServerRecvStateNextHand::Instance());
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server.SetState(ServerRecvStateNextHandDelay::Instance());
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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}
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}
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@@ -922,10 +928,9 @@ ServerRecvStateShowCardsDelay::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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if (GetTimer().elapsed().seconds() >= SERVER_SHOW_CARDS_DELAY_SEC)
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{
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Game &curGame = server.GetGame();
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SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getActualRound());
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server.SetState(ServerRecvStateDealCardsDelay::Instance());
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@@ -943,23 +948,23 @@ ServerRecvStateShowCardsDelay::InternalProcess(ServerRecvThread &server, Session
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//-----------------------------------------------------------------------------
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ServerRecvStateNextHand &
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ServerRecvStateNextHand::Instance()
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ServerRecvStateNextHandDelay &
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ServerRecvStateNextHandDelay::Instance()
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{
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static ServerRecvStateNextHand state;
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static ServerRecvStateNextHandDelay state;
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return state;
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}
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ServerRecvStateNextHand::ServerRecvStateNextHand()
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ServerRecvStateNextHandDelay::ServerRecvStateNextHandDelay()
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{
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}
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ServerRecvStateNextHand::~ServerRecvStateNextHand()
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ServerRecvStateNextHandDelay::~ServerRecvStateNextHandDelay()
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{
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}
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int
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ServerRecvStateNextHand::Process(ServerRecvThread &server)
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ServerRecvStateNextHandDelay::Process(ServerRecvThread &server)
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{
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int retVal = ServerRecvStateReceiving::Process(server);
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@@ -970,7 +975,65 @@ ServerRecvStateNextHand::Process(ServerRecvThread &server)
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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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ServerRecvStateNextHandDelay::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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//-----------------------------------------------------------------------------
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ServerRecvStateNextGameDelay &
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ServerRecvStateNextGameDelay::Instance()
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{
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static ServerRecvStateNextGameDelay state;
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return state;
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}
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ServerRecvStateNextGameDelay::ServerRecvStateNextGameDelay()
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{
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}
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ServerRecvStateNextGameDelay::~ServerRecvStateNextGameDelay()
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{
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}
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int
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ServerRecvStateNextGameDelay::Process(ServerRecvThread &server)
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{
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int retVal = ServerRecvStateReceiving::Process(server);
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if (GetTimer().elapsed().seconds() >= SERVER_DELAY_NEXT_GAME_SEC)
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{
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Game &curGame = server.GetGame();
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// The game has ended. Notify all clients.
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PlayerInterface *winnerPlayer = NULL;
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for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
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{
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winnerPlayer = curGame.getCurrentHand()->getPlayerArray()[i];
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if (winnerPlayer->getMyCash() > 0)
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break;
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}
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boost::shared_ptr<NetPacket> endGame(new NetPacketEndOfGame);
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NetPacketEndOfGame::Data endGameData;
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endGameData.winnerPlayerId = winnerPlayer->getMyUniqueID();
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static_cast<NetPacketEndOfGame *>(endGame.get())->SetData(endGameData);
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server.SendToAllPlayers(endGame);
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// Switch back to the GUI, wait for the start of a new game.
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// Luckily, the names are still in the GUI dialog.
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// We just need to show the proper dialog, and people can
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// join or leave as usual.
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server.GetCallback().SignalNetServerStartDialog();
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server.SetState(ServerRecvStateInit::Instance());
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}
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return retVal;
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}
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int
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ServerRecvStateNextGameDelay::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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