Protocol changes for big blind / small blind. GUI Player is now stored in Game.
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@@ -82,8 +82,6 @@ protected:
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void RemovePlayerData(unsigned playerId);
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const PlayerDataList &GetPlayerDataList() const;
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int m_myPlayerNum; // TODO: Hack
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private:
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std::auto_ptr<ClientContext> m_context;
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@@ -392,12 +392,9 @@ ClientStateWaitSession::Process(ClientThread &client)
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tmpPacket->ToNetPacketJoinGameAck()->GetData(joinGameAckData);
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client.SetGameData(joinGameAckData.gameData);
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// TODO: Hack
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client.m_myPlayerNum = joinGameAckData.playerNumber;
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// TODO: Type Human is fixed here.
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boost::shared_ptr<PlayerData> playerData(
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new PlayerData(joinGameAckData.playerId, joinGameAckData.playerNumber, PLAYER_TYPE_HUMAN));
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new PlayerData(joinGameAckData.gameData.guiPlayerUniqueId, joinGameAckData.gameData.guiPlayerNum, PLAYER_TYPE_HUMAN));
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playerData->SetName(context.GetPlayerName());
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client.AddPlayerData(playerData);
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@@ -515,7 +512,7 @@ ClientStateWaitHand::Process(ClientThread &client)
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int myCards[2];
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myCards[0] = (int)tmpData.yourCards[0];
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myCards[1] = (int)tmpData.yourCards[1];
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client.GetGame()->getPlayerArray()[client.m_myPlayerNum]->setMyCards(myCards);
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client.GetGame()->getPlayerArray()[client.GetGame()->getGuiPlayerNum()]->setMyCards(myCards);
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client.GetGui().dealHoleCards();
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}
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}
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@@ -528,13 +528,13 @@ NetPacketJoinGameAck::SetData(const NetPacketJoinGameAck::Data &inData)
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assert(tmpData);
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tmpData->sessionId = htonl(inData.sessionId);
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tmpData->playerId = htons(inData.playerId);
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tmpData->playerNumber = htons(inData.playerNumber);
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tmpData->numberOfPlayers = htons(inData.gameData.numberOfPlayers);
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tmpData->smallBlind = htons(inData.gameData.smallBlind);
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tmpData->handsBeforeRaise = htons(inData.gameData.handsBeforeRaise);
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tmpData->proposedGuiSpeed = htons(inData.gameData.guiSpeed);
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tmpData->startCash = htonl(inData.gameData.startCash);
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tmpData->playerId = htons(inData.gameData.guiPlayerUniqueId);
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tmpData->playerNumber = htons(inData.gameData.guiPlayerNum);
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}
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void
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@@ -544,13 +544,13 @@ NetPacketJoinGameAck::GetData(NetPacketJoinGameAck::Data &outData) const
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assert(tmpData);
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outData.sessionId = ntohl(tmpData->sessionId);
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outData.playerId = ntohs(tmpData->playerId);
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outData.playerNumber = ntohs(tmpData->playerNumber);
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outData.gameData.numberOfPlayers = ntohs(tmpData->numberOfPlayers);
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outData.gameData.smallBlind = ntohs(tmpData->smallBlind);
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outData.gameData.handsBeforeRaise = ntohs(tmpData->handsBeforeRaise);
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outData.gameData.guiSpeed = ntohs(tmpData->proposedGuiSpeed);
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outData.gameData.startCash = ntohl(tmpData->startCash);
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outData.gameData.guiPlayerUniqueId = ntohs(tmpData->playerId);
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outData.gameData.guiPlayerNum = ntohs(tmpData->playerNumber);
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}
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const NetPacketJoinGameAck *
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@@ -153,10 +153,10 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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// Send ACK to client.
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boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
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NetPacketJoinGameAck::Data joinGameAckData;
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joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
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joinGameAckData.playerNumber = tmpPlayerData->GetNumber();
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joinGameAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
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joinGameAckData.gameData = server.GetGameData();
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joinGameAckData.gameData.guiPlayerUniqueId = tmpPlayerData->GetUniqueId();
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joinGameAckData.gameData.guiPlayerNum = tmpPlayerData->GetNumber();
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static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
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server.GetSender().Send(recvSock, answer);
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@@ -120,8 +120,6 @@ public:
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struct Data
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{
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u_int32_t sessionId;
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u_int16_t playerId;
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u_int16_t playerNumber;
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GameData gameData;
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};
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