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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@@ -31,19 +31,19 @@ public:
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~LocalFlop();
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void setPlayersTurn(const int& theValue) { playersTurn = theValue; }
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void setPlayersTurn(int theValue) { playersTurn = theValue; }
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int getPlayersTurn() const { return playersTurn; }
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void setHighestSet(const int& theValue) { highestSet = theValue; }
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void setHighestSet(int theValue) { highestSet = theValue; }
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int getHighestSet() const { return highestSet;}
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void setFirstFlopRound(bool theValue) { firstFlopRound = theValue;}
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bool getFirstFlopRound() const { return firstFlopRound;}
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void setSmallBlindPosition(const int& theValue) { smallBlindPosition = theValue;}
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void setSmallBlindPosition(int theValue) { smallBlindPosition = theValue;}
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int getSmallBlindPosition() const { return smallBlindPosition; }
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void setSmallBlind(const int& theValue) { smallBlind = theValue; }
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void setSmallBlind(int theValue) { smallBlind = theValue; }
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int getSmallBlind() const { return smallBlind; }
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void resetFirstRun() { firstFlopRun = false; }
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@@ -70,16 +70,21 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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myBoard->setMyCards(tempBoardArray);
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for(i=0; i<startQuantityPlayers; i++) {
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if(playerArray[i]->getMyActiveStatus() != 0) {
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int bestHandPos[5];
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playerArray[i]->getMyBestHandPosition(bestHandPos);
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for(j=0; j<2; j++) {
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tempPlayerArray[j] = cardsArray[2*k+j+5];
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tempPlayerAndBoardArray[j] = cardsArray[2*k+j+5];
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}
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playerArray[i]->setMyCards(tempPlayerArray);
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playerArray[i]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,playerArray[i]->getMyBestHandPosition()));
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playerArray[i]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray, bestHandPos));
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playerArray[i]->setMyBestHandPosition(bestHandPos);
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// myBestHandPosition auf Fehler ueberpruefen
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for(j=0; j<5; j++) {
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if((playerArray[i]->getMyBestHandPosition())[j] == -1) {
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if (bestHandPos[j] == -1) {
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cout << "ERROR get myBestHandPosition in localhand.cpp" << endl;
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}
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}
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@@ -78,7 +78,7 @@ public:
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bool getMyActiveStatus() const { return myActiveStatus; }
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void setMyCards(int* theValue) { int i; for(i=0; i<2; i++) myCards[i] = theValue[i]; }
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void getMyCards(int* theValue) { int i; for(i=0; i<2; i++) theValue[i] = myCards[i]; }
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void getMyCards(int* theValue) const { int i; for(i=0; i<2; i++) theValue[i] = myCards[i]; }
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void setMyTurn(bool theValue){ myTurn = theValue;}
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bool getMyTurn() const{ return myTurn;}
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@@ -103,7 +103,16 @@ public:
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void setMyCardsValueInt(int theValue) { myCardsValueInt = theValue;}
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int getMyCardsValueInt() const { return myCardsValueInt; }
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int* getMyBestHandPosition() { return myBestHandPosition; }
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void setMyBestHandPosition(int* theValue)
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{
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for (int i = 0; i < 5; i++)
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myBestHandPosition[i] = theValue[i];
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}
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void getMyBestHandPosition(int* theValue) const
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{
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for (int i = 0; i < 5; i++)
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theValue[i] = myBestHandPosition[i];
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}
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void setMyRoundStartCash(int theValue) { myRoundStartCash = theValue;}
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int getMyRoundStartCash() const { return myRoundStartCash; }
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@@ -31,10 +31,10 @@ public:
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~LocalPreflop();
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void setPlayersTurn(const int& theValue) { playersTurn = theValue; }
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void setPlayersTurn(int theValue) { playersTurn = theValue; }
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int getPlayersTurn() const { return playersTurn; }
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void setHighestSet(const int& theValue) { highestSet = theValue; }
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void setHighestSet(int theValue) { highestSet = theValue; }
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int getHighestSet() const { return highestSet;}
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void setPreflopFirstRound(bool theValue) { preflopFirstRound = theValue; }
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@@ -30,22 +30,22 @@ public:
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LocalRiver(HandInterface*, int, int, int, int);
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~LocalRiver();
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void setPlayersTurn(const int& theValue) { playersTurn = theValue; }
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void setPlayersTurn(int theValue) { playersTurn = theValue; }
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int getPlayersTurn() const { return playersTurn; }
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void setHighestSet(const int& theValue) { highestSet = theValue; }
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void setHighestSet(int theValue) { highestSet = theValue; }
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int getHighestSet() const { return highestSet;}
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void setFirstRiverRound(bool theValue) { firstRiverRound = theValue;}
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bool getFirstRiverRound() const { return firstRiverRound;}
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void setSmallBlindPosition(const int& theValue) { smallBlindPosition = theValue;}
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void setSmallBlindPosition(int theValue) { smallBlindPosition = theValue;}
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int getSmallBlindPosition() const { return smallBlindPosition; }
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void setSmallBlind(const int& theValue) { smallBlind = theValue; }
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void setSmallBlind(int theValue) { smallBlind = theValue; }
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int getSmallBlind() const { return smallBlind; }
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void setHighestCardsValue(const int& theValue) { highestCardsValue = theValue;}
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void setHighestCardsValue(int theValue) { highestCardsValue = theValue;}
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int getHighestCardsValue() const { return highestCardsValue;}
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void resetFirstRun() { firstRiverRun = false; }
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@@ -29,19 +29,19 @@ public:
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LocalTurn(HandInterface*, int, int, int, int);
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~LocalTurn();
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void setPlayersTurn(const int& theValue) { playersTurn = theValue; }
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void setPlayersTurn(int theValue) { playersTurn = theValue; }
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int getPlayersTurn() const { return playersTurn; }
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void setHighestSet(const int& theValue) { highestSet = theValue; }
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void setHighestSet(int theValue) { highestSet = theValue; }
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int getHighestSet() const { return highestSet;}
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void setFirstTurnRound(bool theValue) { firstTurnRound = theValue;}
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bool getFirstTurnRound() const { return firstTurnRound;}
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void setSmallBlindPosition(const int& theValue) { smallBlindPosition = theValue;}
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void setSmallBlindPosition(int theValue) { smallBlindPosition = theValue;}
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int getSmallBlindPosition() const { return smallBlindPosition; }
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void setSmallBlind(const int& theValue) { smallBlind = theValue; }
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void setSmallBlind(int theValue) { smallBlind = theValue; }
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int getSmallBlind() const { return smallBlind; }
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void resetFirstRun() { firstTurnRun = false; }
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