Client engine should now be completely thread safe. const int& -> int. Player CardsValue is now returned as copy, not the array itself.
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@@ -26,19 +26,19 @@ public:
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virtual ~FlopInterface();
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virtual void setPlayersTurn(const int& theValue) =0;
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virtual void setPlayersTurn(int theValue) =0;
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virtual int getPlayersTurn() const =0;
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virtual void setHighestSet(const int& theValue) =0;
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virtual void setHighestSet(int theValue) =0;
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virtual int getHighestSet() const =0;
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virtual void setFirstFlopRound(bool theValue) =0;
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virtual bool getFirstFlopRound() const =0;
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virtual void setSmallBlindPosition(const int& theValue) =0;
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virtual void setSmallBlindPosition(int theValue) =0;
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virtual int getSmallBlindPosition() const =0;
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virtual void setSmallBlind(const int& theValue) =0;
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virtual void setSmallBlind(int theValue) =0;
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virtual int getSmallBlind() const =0;
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virtual void resetFirstRun() =0;
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