Cleaned up Network code (hope that fixes the PSP compilation problems)
Added random seed logging
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@@ -40,6 +40,7 @@ class GameObserver{
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list<string> loadingList;
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list<string>::iterator loadingite;
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RandomGenerator randomGenerator;
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unsigned int mSeed;
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WResourceManager* mResourceManager;
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JGE* mJGE;
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DeckManager* mDeckManager;
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@@ -143,7 +144,7 @@ class GameObserver{
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logAction(players[playerId], s);
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};
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void logAction(MTGCardInstance* card, MTGGameZone* zone, size_t index, int result);
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bool load(const string& s, bool undo = false
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bool load(const string& s, bool undo = false, bool swapPlayers = false
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#ifdef TESTSUITE
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, TestSuiteGame* testgame = 0
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#endif
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@@ -31,7 +31,6 @@ private:
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Credits * credits;
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int mGamePhase;
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Player * mCurrentPlayer;
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GameObserver * game;
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DeckMenu * deckmenu;
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DeckMenu * opponentMenu;
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@@ -73,7 +73,7 @@ public:
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void initPlayers(GameObserver *observer);
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bool canChooseDeck(); //True if the players get to select their decks, false if the decks are automatically generated by the mode
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void addExtraRules(GameObserver *observer);
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void initGame(GameObserver* observer);
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void initGame(GameObserver* observer, bool currentPlayerSet = false);
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//second part of the initialization, needs to happen after the first update call
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void postUpdateInit(GameObserver* observer);
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void cleanup();
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@@ -73,11 +73,12 @@ protected:
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list<int> usedRandomValues;
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bool log;
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public:
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RandomGenerator(bool doLog = false) : log(doLog) {};
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RandomGenerator(unsigned int seed = -1, bool doLog = false) : log(doLog) { if(seed != -1) srand(seed);};
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void loadRandValues(string s);
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ostream& saveUsedRandValues(ostream& out) const;
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ostream& saveLoadedRandValues(ostream& out);
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int random();
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void setSeed(unsigned int seed) { srand(seed); };
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template<typename Iter> void random_shuffle(Iter first, Iter last)
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{
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ptrdiff_t i, n;
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