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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Move turn timer logic from GameHandler class
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3c9c302fd2
commit
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@ -1570,6 +1570,7 @@ CGameHandler::CGameHandler(CVCMIServer * lobby)
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, complainNoCreatures("No creatures to split")
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, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
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, complainInvalidSlot("Invalid slot accessed!")
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, turnTimerHandler(*this)
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{
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QID = 1;
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IObjectInterface::cb = this;
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@ -2019,7 +2020,11 @@ void CGameHandler::run(bool resume)
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events::GameResumed::defaultExecute(serverEventBus.get());
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auto playerTurnOrder = generatePlayerTurnOrder();
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if(!resume)
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for(auto & playerColor : playerTurnOrder)
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turnTimerHandler.onGameplayStart(gs->players[playerColor]);
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while(lobby->state == EServerState::GAMEPLAY)
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{
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if(!resume)
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@ -2068,13 +2073,7 @@ void CGameHandler::run(bool resume)
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yt.daysWithoutCastle = playerState->daysWithoutCastle;
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applyAndSend(&yt);
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if(gs->getStartInfo()->turnTimerInfo.turnTimer > 0) //turn timer check
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{
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TurnTimeUpdate ttu;
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ttu.player = player;
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ttu.turnTimer = gs->getStartInfo()->turnTimerInfo;
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applyAndSend(&ttu);
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}
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turnTimerHandler.onPlayerGetTurn(gs->players[player]);
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}
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};
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@ -2084,29 +2083,10 @@ void CGameHandler::run(bool resume)
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{
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//wait till turn is done
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const int waitTime = 100; //ms
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int turnTimePropagateFrequency = 5000; //do not send updates too frequently
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boost::unique_lock<boost::mutex> lock(states.mx);
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while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
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{
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if(gs->getStartInfo()->turnTimerInfo.isEnabled() && !gs->curB) //turn timer check
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{
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if(gs->players[playerColor].turnTimer.turnTimer > 0)
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{
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gs->players[playerColor].turnTimer.turnTimer -= waitTime;
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if(gs->players[playerColor].status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& gs->players[playerColor].turnTimer.turnTimer % turnTimePropagateFrequency == 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = playerColor;
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ttu.turnTimer = gs->players[playerColor].turnTimer;
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applyAndSend(&ttu);
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}
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}
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else if(!queries.topQuery(playerColor)) //wait for replies to avoid pending queries
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states.players.at(playerColor).makingTurn = false; //force end turn
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}
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turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime);
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static time_duration p = milliseconds(waitTime);
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states.cv.timed_wait(lock, p);
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}
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@ -17,6 +17,7 @@
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#include "../lib/battle/BattleAction.h"
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#include "../lib/ScriptHandler.h"
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#include "CQuery.h"
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#include "TurnTimerHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@ -100,6 +101,8 @@ class CGameHandler : public IGameCallback, public CBattleInfoCallback, public En
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CVCMIServer * lobby;
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std::shared_ptr<CApplier<CBaseForGHApply>> applier;
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std::unique_ptr<boost::thread> battleThread;
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TurnTimerHandler turnTimerHandler;
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public:
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std::unique_ptr<HeroPoolProcessor> heroPool;
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@ -9,6 +9,7 @@ set(server_SRCS
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CVCMIServer.cpp
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NetPacksServer.cpp
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NetPacksLobbyServer.cpp
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TurnTimerHandler.cpp
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)
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set(server_HEADERS
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@ -22,6 +23,7 @@ set(server_HEADERS
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CVCMIServer.h
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LobbyNetPackVisitors.h
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ServerNetPackVisitors.h
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TurnTimerHandler.h
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)
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assign_source_group(${server_SRCS} ${server_HEADERS})
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86
server/TurnTimerHandler.cpp
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86
server/TurnTimerHandler.cpp
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@ -0,0 +1,86 @@
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/*
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* TurnTimerHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "TurnTimerHandler.h"
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#include "CGameHandler.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/StartInfo.h"
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TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
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gameHandler(gh)
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{
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}
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void TurnTimerHandler::onGameplayStart(PlayerState & state)
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{
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if(const auto * si = gameHandler.getStartInfo())
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{
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if(si->turnTimerInfo.isEnabled())
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = si->turnTimerInfo;
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ttu.turnTimer.turnTimer = 0;
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gameHandler.applyAndSend(&ttu);
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}
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}
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}
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void TurnTimerHandler::onPlayerGetTurn(PlayerState & state)
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{
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if(const auto * si = gameHandler.getStartInfo())
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{
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if(si->turnTimerInfo.isEnabled())
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{
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state.turnTimer.baseTimer += state.turnTimer.turnTimer;
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state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer;
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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gameHandler.applyAndSend(&ttu);
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}
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}
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}
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void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
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{
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs)
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return;
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if(si->turnTimerInfo.isEnabled() && !gs->curB)
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{
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if(state.turnTimer.turnTimer > 0)
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{
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state.turnTimer.turnTimer -= waitTime;
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& state.turnTimer.turnTimer % turnTimePropagateFrequency == 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = state.turnTimer;
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gameHandler.applyAndSend(&ttu);
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}
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}
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else if(state.turnTimer.baseTimer > 0)
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{
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state.turnTimer.turnTimer = state.turnTimer.baseTimer;
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state.turnTimer.baseTimer = 0;
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onPlayerMakingTurn(state, waitTime);
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}
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else if(!gameHandler.queries.topQuery(state.color)) //wait for replies to avoid pending queries
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gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
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}
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}
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33
server/TurnTimerHandler.h
Normal file
33
server/TurnTimerHandler.h
Normal file
@ -0,0 +1,33 @@
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/*
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* TurnTimerHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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VCMI_LIB_NAMESPACE_BEGIN
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class PlayerColor;
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struct PlayerState;
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VCMI_LIB_NAMESPACE_END
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class CGameHandler;
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class TurnTimerHandler
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{
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CGameHandler & gameHandler;
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const int turnTimePropagateFrequency = 5000;
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public:
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TurnTimerHandler(CGameHandler &);
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void onGameplayStart(PlayerState & state);
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void onPlayerGetTurn(PlayerState & state);
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void onPlayerMakingTurn(PlayerState & state, int waitTime);
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};
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