320 lines
9.1 KiB
C++
320 lines
9.1 KiB
C++
/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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/* State of network server. */
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#ifndef _SERVERRECVSTATE_H_
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#define _SERVERRECVSTATE_H_
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#include <net/serverrecvthread.h>
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#include <playerdata.h>
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#ifdef _MSC_VER
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#pragma warning(push)
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#pragma warning(disable : 4250)
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#endif
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#define SERVER_INITIAL_STATE ServerRecvStateInit
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#define SERVER_START_GAME_STATE ServerRecvStateStartGame
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class Game;
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class PlayerInterface;
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class ServerCallback;
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class ServerRecvState
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{
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public:
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virtual ~ServerRecvState();
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// Initialize after switching to this state.
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virtual void Init() = 0;
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// Handling of a new TCP connection.
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData) = 0;
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// Main processing function of the current state.
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virtual int Process(ServerRecvThread &server) = 0;
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};
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// Abstract State: Receiving.
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class ServerRecvStateReceiving : virtual public ServerRecvState
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{
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public:
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virtual ~ServerRecvStateReceiving();
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// Globally handle packets which are allowed in all running states.
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// Calls InternalProcess if packet has not been processed.
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virtual int Process(ServerRecvThread &server);
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protected:
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ServerRecvStateReceiving();
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virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
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};
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// Abstract State: Timer.
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class ServerRecvStateTimer : virtual public ServerRecvState
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{
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public:
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virtual ~ServerRecvStateTimer();
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virtual void Init();
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const boost::microsec_timer &GetTimer() const {return m_timer;}
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protected:
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ServerRecvStateTimer();
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private:
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boost::microsec_timer m_timer;
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};
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// Abstract State: Game is running.
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class ServerRecvStateRunning : virtual public ServerRecvState
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{
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public:
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virtual ~ServerRecvStateRunning();
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// Reject new connections.
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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protected:
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ServerRecvStateRunning();
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};
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// State: Initialization.
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class ServerRecvStateInit : public ServerRecvStateReceiving
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{
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public:
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// Access the state singleton.
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static ServerRecvStateInit &Instance();
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virtual ~ServerRecvStateInit();
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virtual void Init() {}
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateInit();
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virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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private:
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u_int16_t m_curUniquePlayerId;
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};
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// State: Start server game.
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class ServerRecvStateStartGame : public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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static ServerRecvStateStartGame &Instance();
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virtual ~ServerRecvStateStartGame();
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virtual void Init() {}
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//
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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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ServerRecvStateStartGame();
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};
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// State: Start new hand.
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class ServerRecvStateStartHand : public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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static ServerRecvStateStartHand &Instance();
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virtual ~ServerRecvStateStartHand();
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virtual void Init() {}
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//
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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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ServerRecvStateStartHand();
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};
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// State: Start new round.
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class ServerRecvStateStartRound : public ServerRecvStateRunning
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{
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public:
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// Access the state singleton.
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static ServerRecvStateStartRound &Instance();
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virtual ~ServerRecvStateStartRound();
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virtual void Init() {}
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//
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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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ServerRecvStateStartRound();
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static void GameRun(Game &curGame);
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static std::list<PlayerInterface *> GetActivePlayers(Game &curGame);
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};
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// State: Wait for a player action.
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class ServerRecvStateWaitPlayerAction : 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 ServerRecvStateWaitPlayerAction &Instance();
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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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ServerRecvStateWaitPlayerAction();
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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 void SendPlayerAction(ServerRecvThread &server, PlayerInterface *player);
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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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// State: Delay after dealing cards
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class ServerRecvStateDealCardsDelay : 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 ServerRecvStateDealCardsDelay &Instance();
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virtual ~ServerRecvStateDealCardsDelay();
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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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ServerRecvStateDealCardsDelay();
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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 after showing cards (all in)
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class ServerRecvStateShowCardsDelay : 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 ServerRecvStateShowCardsDelay &Instance();
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virtual ~ServerRecvStateShowCardsDelay();
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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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ServerRecvStateShowCardsDelay();
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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 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 ServerRecvStateNextHandDelay &Instance();
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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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protected:
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// Protected constructor - this is a singleton.
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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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{
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public:
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// Access the state singleton.
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static ServerRecvStateFinal &Instance();
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virtual ~ServerRecvStateFinal();
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virtual void Init() {}
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateFinal();
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virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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};
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#ifdef _MSC_VER
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#pragma warning(pop)
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#endif
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#endif
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