net timer changes
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@@ -34,7 +34,7 @@ using namespace std;
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#define SERVER_WAIT_TIMEOUT_MSEC 50
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#define SERVER_WAIT_TIMEOUT_MSEC 50
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#define SERVER_NEXT_HAND_DELAY_SEC 10
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#define SERVER_NEXT_HAND_DELAY_SEC 10
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#define SERVER_DEAL_FLOP_CARDS_SEC 6
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#define SERVER_DEAL_FLOP_CARDS_SEC 5
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#define SERVER_DEAL_TURN_CARD_SEC 3
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#define SERVER_DEAL_TURN_CARD_SEC 3
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#define SERVER_DEAL_RIVER_CARD_SEC 3
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#define SERVER_DEAL_RIVER_CARD_SEC 3
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@@ -857,20 +857,20 @@ ServerRecvStateDealCardsDelay::Process(ServerRecvThread &server)
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Game &curGame = server.GetGame();
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Game &curGame = server.GetGame();
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int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? 2 : 0;
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int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? 1 : 0;
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switch(curGame.getCurrentHand()->getActualRound())
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switch(curGame.getCurrentHand()->getActualRound())
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{
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{
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case GAME_STATE_FLOP:
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case GAME_STATE_FLOP:
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if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_FLOP_CARDS_SEC + allInDelay)
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if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_FLOP_CARDS_SEC - allInDelay)
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server.SetState(ServerRecvStateStartRound::Instance());
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server.SetState(ServerRecvStateStartRound::Instance());
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break;
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break;
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case GAME_STATE_TURN:
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case GAME_STATE_TURN:
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if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_TURN_CARD_SEC + allInDelay)
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if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_TURN_CARD_SEC /*+ allInDelay*/)
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server.SetState(ServerRecvStateStartRound::Instance());
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server.SetState(ServerRecvStateStartRound::Instance());
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break;
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break;
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case GAME_STATE_RIVER:
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case GAME_STATE_RIVER:
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if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_RIVER_CARD_SEC + allInDelay)
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if (m_delayTimer.elapsed().seconds() >= SERVER_DEAL_RIVER_CARD_SEC /*+ allInDelay*/)
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server.SetState(ServerRecvStateStartRound::Instance());
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server.SetState(ServerRecvStateStartRound::Instance());
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break;
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break;
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default:
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default:
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