272 lines
11 KiB
C++
272 lines
11 KiB
C++
/*****************************************************************************
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* PokerTH - The open source texas holdem engine *
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* Copyright (C) 2006-2012 Felix Hammer, Florian Thauer, 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 Affero General Public License as *
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* published by the Free Software Foundation, either version 3 of the *
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* License, or (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 Affero General Public License for more details. *
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* *
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* You should have received a copy of the GNU Affero General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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* *
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* Additional permission under GNU AGPL version 3 section 7 *
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* *
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* If you modify this program, or any covered work, by linking or *
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* combining it with the OpenSSL project's OpenSSL library (or a *
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* modified version of that library), containing parts covered by the *
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* terms of the OpenSSL or SSLeay licenses, the authors of PokerTH *
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* (Felix Hammer, Florian Thauer, Lothar May) grant you additional *
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* permission to convey the resulting work. *
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* Corresponding Source for a non-source form of such a combination *
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* shall include the source code for the parts of OpenSSL used as well *
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* as that of the covered work. *
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*****************************************************************************/
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/* State of a network game. */
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#ifndef _SERVERGAMESTATE_H_
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#define _SERVERGAMESTATE_H_
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#include <boost/asio.hpp>
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#include <playerdata.h>
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#include <net/sessionmanager.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 ServerGameStateInit
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class Game;
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class ServerGame;
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class PlayerInterface;
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class ServerCallback;
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class ServerGameState
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{
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public:
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virtual ~ServerGameState();
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virtual void Enter(boost::shared_ptr<ServerGame> server) = 0;
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virtual void Exit(boost::shared_ptr<ServerGame> server) = 0;
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> server) = 0;
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> server) = 0;
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// Handling of a new session.
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session) = 0;
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// Main processing function of the current state.
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virtual void ProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet) = 0;
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};
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// Abstract State: Receiving.
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class AbstractServerGameStateReceiving : public ServerGameState
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{
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public:
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virtual ~AbstractServerGameStateReceiving();
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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 void ProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(unsigned gameId, const PlayerData &playerData);
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static boost::shared_ptr<NetPacket> CreateNetPacketJoinGameAck(const ServerGame &server, const PlayerData &playerData);
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static void AcceptNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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protected:
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet) = 0;
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};
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// State: Initialization.
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class ServerGameStateInit : public AbstractServerGameStateReceiving
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{
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public:
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static ServerGameStateInit &Instance();
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virtual void Enter(boost::shared_ptr<ServerGame> server);
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virtual void Exit(boost::shared_ptr<ServerGame> server);
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virtual ~ServerGameStateInit();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> server);
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> server);
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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protected:
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ServerGameStateInit();
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void RegisterAdminTimer(boost::shared_ptr<ServerGame> server);
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void UnregisterAdminTimer(boost::shared_ptr<ServerGame> server);
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void RegisterAutoStartTimer(boost::shared_ptr<ServerGame> server);
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void UnregisterAutoStartTimer(boost::shared_ptr<ServerGame> server);
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void TimerAutoStart(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerAdminWarning(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerAdminTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void SendStartEvent(ServerGame &server, bool fillWithComputerPlayers);
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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private:
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static ServerGameStateInit s_state;
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};
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// Wait for Ack of start event and start game.
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class ServerGameStateStartGame : public AbstractServerGameStateReceiving
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{
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public:
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static ServerGameStateStartGame &Instance();
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virtual void Enter(boost::shared_ptr<ServerGame> server);
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virtual void Exit(boost::shared_ptr<ServerGame> server);
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virtual ~ServerGameStateStartGame();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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protected:
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ServerGameStateStartGame();
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void DoStart(boost::shared_ptr<ServerGame> server);
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private:
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static ServerGameStateStartGame s_state;
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};
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class AbstractServerGameStateRunning : public AbstractServerGameStateReceiving
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{
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public:
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virtual ~AbstractServerGameStateRunning();
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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protected:
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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};
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// State: Within hand.
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class ServerGameStateHand : public AbstractServerGameStateRunning
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{
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public:
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static ServerGameStateHand &Instance();
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virtual void Enter(boost::shared_ptr<ServerGame> server);
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virtual void Exit(boost::shared_ptr<ServerGame> server);
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virtual ~ServerGameStateHand();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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protected:
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ServerGameStateHand();
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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void TimerLoop(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void EngineLoop(boost::shared_ptr<ServerGame> server);
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void TimerShowCards(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerComputerAction(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerNextHand(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerNextGame(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server, unsigned winnerPlayerId);
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int GetDealCardsDelaySec(ServerGame &server);
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static void StartNewHand(boost::shared_ptr<ServerGame> server);
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static void CheckPlayerTimeouts(boost::shared_ptr<ServerGame> server);
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static void ReactivatePlayers(boost::shared_ptr<ServerGame> server);
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static void InitRejoiningPlayers(boost::shared_ptr<ServerGame> server);
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static void PerformRejoin(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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private:
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static ServerGameStateHand s_state;
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friend class ServerGameStateStartGame;
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friend class ServerGameStateWaitNextHand;
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};
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// State: Wait for a player action.
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class ServerGameStateWaitPlayerAction : public AbstractServerGameStateRunning
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{
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public:
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static ServerGameStateWaitPlayerAction &Instance();
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virtual void Enter(boost::shared_ptr<ServerGame> server);
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virtual void Exit(boost::shared_ptr<ServerGame> server);
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virtual ~ServerGameStateWaitPlayerAction();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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protected:
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ServerGameStateWaitPlayerAction();
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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private:
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static ServerGameStateWaitPlayerAction s_state;
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};
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// State: Wait for the next hand.
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class ServerGameStateWaitNextHand : public AbstractServerGameStateRunning
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{
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public:
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static ServerGameStateWaitNextHand &Instance();
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virtual void Enter(boost::shared_ptr<ServerGame> server);
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virtual void Exit(boost::shared_ptr<ServerGame> server);
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virtual ~ServerGameStateWaitNextHand();
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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protected:
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ServerGameStateWaitNextHand();
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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private:
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static ServerGameStateWaitNextHand s_state;
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};
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class ServerGameStateFinal : public ServerGameState
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{
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public:
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static ServerGameStateFinal &Instance();
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virtual ~ServerGameStateFinal() {}
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virtual void Enter(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void Exit(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
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virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
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// Handling of a new session.
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virtual void HandleNewSession(boost::shared_ptr<ServerGame> /*server*/, boost::shared_ptr<SessionData> /*session*/) {}
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// Main processing function of the current state.
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virtual void ProcessPacket(boost::shared_ptr<ServerGame> /*server*/, boost::shared_ptr<SessionData> /*session*/, boost::shared_ptr<NetPacket> /*packet*/) {}
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protected:
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ServerGameStateFinal() {}
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private:
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static ServerGameStateFinal s_state;
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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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