Players should now be able to leave a network game, the other players can continue the game (if it wasn't the server who left).
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@@ -157,7 +157,6 @@ protected:
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ServerRecvStateStartRound();
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static void GameRun(Game &curGame);
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static PlayerInterface *GetCurrentPlayer(Game &curGame);
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static void SendNewRoundCards(ServerRecvThread &server, Game &curGame, int state);
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};
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@@ -170,6 +169,9 @@ public:
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virtual ~ServerRecvStateWaitPlayerAction();
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// Handle leaving players.
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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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@@ -177,6 +179,7 @@ protected:
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virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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static void PerformPlayerAction(ServerRecvThread &server, PlayerInterface *player, PlayerAction action, int bet);
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static int GetHighestSet(Game &curGame);
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static void SetHighestSet(Game &curGame, int highestSet);
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};
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