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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@@ -253,13 +253,13 @@ protected:
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};
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// State: Delay before next hand.
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class ServerRecvStateNextHand : public ServerRecvStateReceiving, public ServerRecvStateRunning, public ServerRecvStateTimer
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class ServerRecvStateNextHandDelay : public ServerRecvStateReceiving, public ServerRecvStateRunning, public ServerRecvStateTimer
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{
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public:
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// Access the state singleton.
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static ServerRecvStateNextHand &Instance();
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static ServerRecvStateNextHandDelay &Instance();
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virtual ~ServerRecvStateNextHand();
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virtual ~ServerRecvStateNextHandDelay();
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// Overwrite default processing
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virtual int Process(ServerRecvThread &server);
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@@ -267,11 +267,30 @@ public:
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateNextHand();
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ServerRecvStateNextHandDelay();
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virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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};
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// State: Delay before next hand.
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class ServerRecvStateNextGameDelay : public ServerRecvStateReceiving, public ServerRecvStateRunning, public ServerRecvStateTimer
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{
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public:
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// Access the state singleton.
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static ServerRecvStateNextGameDelay &Instance();
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virtual ~ServerRecvStateNextGameDelay();
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// Overwrite default processing
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virtual int Process(ServerRecvThread &server);
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateNextGameDelay();
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virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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};
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// State: Final.
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class ServerRecvStateFinal : public ServerRecvStateReceiving, public ServerRecvStateRunning
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