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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@@ -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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