anchor.diff:          end, seats:show_active_seats(StateData#state.seats)),
       seats:join(StateData#state.seats, Player),
       {reply, ok, waiting_for_players, StateData};
  -waiting_for_players(start, _From, #state{seats=Seats}=StateData) ->
  +waiting_for_players(start, _From, #state{seats=Seats,timeout=Timeout}=StateData) ->
       {ok, Deck} = deck:start_link(),
       NewState = StateData#state{deck=Deck},
       seats:rotate_dealer_button(Seats),
  
positive.code: 
  %% gen_fsm.
  -export([init/1]).
  -export([waiting_for_players/3, game_in_progess/3]).
  -export([handle_event/3]).
  -export([handle_sync_event/4]).
  -export([handle_info/3]).
  -export([terminate/3]).
  -export([code_change/4]).
  
  -record(state, {deck, users=[], seats, actor, actor_options=[], community_cards=[], stage
  }).
  -include("records.hrl").
  
  
negative.code:     Cards = seats:show_cards_from_player(StateData#state.seats, Player),
      {reply, Cards, game_in_progess, StateData}.
  
  game_in_progess({timeout, _Ref, Action}, State) ->
      io:format("last player did not take action in time~n"),
      {_Reply, NewStateName, NewState} = handle_action_(State, Action),
      {next_state, NewStateName, NewState}.
  
  handle_event(_Event, StateName, StateData) ->
  	{next_state, StateName, StateData}.
  
  