Updated 'DeterminStartPlayerState' class.
Updated the 'DetermineStartPlayerState' class by adding the multi roll support to it. In Addition, the server model will be updated correctly.
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		@@ -1,5 +1,6 @@
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package pp.mdga.server.automaton.game;
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import pp.mdga.game.Color;
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import pp.mdga.message.client.AnimationEndMessage;
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import pp.mdga.message.client.RequestDieMessage;
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import pp.mdga.message.server.ActivePlayerMessage;
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@@ -24,10 +25,10 @@ public class DetermineStartPlayerState extends GameAutomatonState {
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    /**
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     * Create DetermineStartPlayerState attributes.
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     */
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    private Map<Integer, Integer> diceResults = new HashMap<>();
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    private Map<Integer, Integer> rankedResults = new HashMap<>();
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    private final Map<Integer, Integer> diceResults = new HashMap<>();
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    private final List<Integer> playersHaveToRoll = new ArrayList<>();
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    private Map<Integer, Boolean> messageReceived = new HashMap<>();
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    private final Map<Integer, Boolean> messageReceived = new HashMap<>();
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    private int rolls = 0;
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    /**
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     * Constructs a server state of the specified game logic.
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@@ -48,7 +49,7 @@ public void enter() {
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    public void exit() {
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        LOGGER.log(System.Logger.Level.DEBUG, "Exited DetermineStartPlayerState state.");
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        this.diceResults.clear();
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        this.rankedResults.clear();
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        this.messageReceived.clear();
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    }
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    /**
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@@ -63,6 +64,7 @@ public void received(RequestDieMessage msg, int from) {
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        int roll = this.logic.getGame().getDie().shuffle();
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        this.logic.getServerSender().send(from, new DieMessage(roll));
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        this.diceResults.put(from, roll);
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        this.rolls++;
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        if (this.diceResults.size() == this.logic.getGame().getPlayers().size()) {
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            int maximumRoll = 0;
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@@ -79,6 +81,7 @@ else if (maximumRoll < entry.getKey()) {
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                    this.logic.getServerSender().send(entry.getKey(), new EndOfTurnMessage());
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                }
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            }
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        }
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    }
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@@ -92,16 +95,20 @@ else if (maximumRoll < entry.getKey()) {
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    @Override
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    public void received(AnimationEndMessage msg, int from) {
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        this.messageReceived.put(from, true);
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        if (this.messageReceived.size() == this.logic.getGame().getPlayers().size()) {
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        if (this.messageReceived.size() == this.rolls) {
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            this.messageReceived.clear();
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            if (this.playersHaveToRoll.size() > 1) {
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                for (Integer id : this.playersHaveToRoll) {
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                    this.logic.getServerSender().send(id, new DiceNowMessage());
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                }
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                this.rolls = 0;
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            }
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            else {
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                Color color = this.logic.getGame().getPlayerById(this.playersHaveToRoll.get(0)).getColor();
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                this.logic.getGame().setActiveColor(color);
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                this.logic.getServerSender().broadcast(new RankingResponseMessage(this.diceResults));
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                this.logic.getServerSender().broadcast(new ActivePlayerMessage(this.logic.getGame().getPlayerById(this.playersHaveToRoll.get(0)).getColor()));
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                this.gameAutomaton.setCurrentState(this.gameAutomaton.getTurnState());
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                this.logic.getServerSender().broadcast(new ActivePlayerMessage(color));
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                this.gameAutomaton.setCurrentState(this.gameAutomaton.getAnimationState());
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            }
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        }
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    }
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