修复稳定
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@@ -1584,6 +1584,8 @@ void SSSGameScene::onSubBankerCompareCard(const void * pBuffer, uint16 wDataSize
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//发牌结束;
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void SSSGameScene::sendSendCardOverMsg()
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{
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// Only send if still in send card state, avoid race condition with server
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if (_cbGameStatus != SSS_GS_WK_SEND_CARD) return;
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SendSocketData(SSS_SUB_C_SEND_OVER);
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}
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@@ -580,7 +580,12 @@ bool DDZGameScene::onGameSceneFree(void* pData, int nDataSize)
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m_pTxtBaseScore->setString(utility::toString(pStatusFree->lCellScore));
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m_pBtnReady->setVisible(true);
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// Check if user already ready, don't show ready button if already prepared
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GamePlayer* pSelfPlayer = getSelfGamePlayer();
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if (pSelfPlayer == nullptr || pSelfPlayer->GetUserStatus() < US_READY)
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{
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m_pBtnReady->setVisible(true);
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}
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return true;
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}
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@@ -492,6 +492,7 @@ void DDZPlayer::upPlayerState()
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case US_READY:
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{
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setReadyVisible(true);
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setOfflineVisible(false);
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break;
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}
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case US_PLAYING:
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@@ -717,6 +717,7 @@ void DZ_GamePlayer::upPlayerState()
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// setReadyVisible(true);
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//}
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setReadyVisible(true);
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setOfflineVisible(false);
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break;
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}
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case US_PLAYING:
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@@ -825,7 +825,12 @@ bool DZGameScene::onGameSceneFree(void* pData, int nDataSize)
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m_nCellScore = pStatusFree->lCellScore;
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m_pBtnReady->setVisible(true);
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// Check if user already ready, don't show ready button if already prepared
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GamePlayer* pSelfPlayer = getSelfGamePlayer();
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if (pSelfPlayer == nullptr || pSelfPlayer->GetUserStatus() < US_READY)
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{
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m_pBtnReady->setVisible(true);
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}
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return true;
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}
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@@ -1754,6 +1754,8 @@ void NNGameScene::showLordUser(bool isplayEffect/* = false*/)
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// 发牌结束消息;
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void NNGameScene::sendSendCardOverMsg()
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{
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// Only send if still in send card state, avoid race condition with server
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if (m_cbGameStatus != NN_GS_TK_SEND_CARD) return;
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SendSocketData(NN_SUB_C_SEND_OVER);
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}
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@@ -543,6 +543,7 @@ void PDKPlayer::upPlayerState()
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case US_READY:
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{
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setReadyVisible(true);
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setOfflineVisible(false);
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break;
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}
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case US_PLAYING:
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@@ -1040,6 +1040,8 @@ void ZJHGameScene::onSubCompareCard(const void * pBuffer, uint16 wDataSize)
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//发牌结束;
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void ZJHGameScene::sendSendCardOverMsg()
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{
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// Only send if still in send card state, avoid race condition with server
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if (m_cbGameStatus != ZJH_GS_SEND_CARD) return;
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SendSocketData(ZJH_SUB_C_SEND_OVER);
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}
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