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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@@ -18,7 +18,7 @@
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***************************************************************************/
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#include "clientboard.h"
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#include "localhand.h"
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#include <handinterface.h>
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#include <game_defs.h>
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using namespace std;
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@@ -36,26 +36,74 @@ ClientBoard::~ClientBoard()
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void
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ClientBoard::setPlayer(PlayerInterface** p)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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playerArray = p;
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}
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void
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ClientBoard::setHand(HandInterface* br)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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actualHand = br;
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}
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void
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ClientBoard::setMyCards(int* theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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for (int i = 0; i < 5; i++)
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myCards[i] = theValue[i];
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}
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void
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ClientBoard::getMyCards(int* theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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for (int i = 0; i < 5; i++)
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theValue[i] = myCards[i];
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}
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int
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ClientBoard::getPot() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return pot;
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}
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void
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ClientBoard::setPot(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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pot = theValue;
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}
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int
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ClientBoard::getSets() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return sets;
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}
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void
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ClientBoard::setSets(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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sets = theValue;
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}
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void
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ClientBoard::collectSets()
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{
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sets = 0;
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int i;
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) sets += playerArray[i]->getMySet();
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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sets = 0;
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
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sets += playerArray[i]->getMySet();
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}
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void
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ClientBoard::collectPot()
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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pot += sets;
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sets = 0;
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}
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