Client engine should now be completely thread safe. const int& -> int. Player CardsValue is now returned as copy, not the array itself.

This commit is contained in:
lotodore
2007-06-11 17:48:22 +00:00
parent dfffa16565
commit 07dc39d107
30 changed files with 1128 additions and 225 deletions
+211 -2
View File
@@ -74,9 +74,220 @@ ClientHand::start()
{
}
PlayerInterface**
ClientHand::getPlayerArray() const
{
return playerArray;
}
BoardInterface*
ClientHand::getBoard() const
{
return myBoard;
}
PreflopInterface*
ClientHand::getPreflop() const
{
return myPreflop;
}
FlopInterface*
ClientHand::getFlop() const
{
return myFlop;
}
TurnInterface*
ClientHand::getTurn() const
{
return myTurn;
}
RiverInterface*
ClientHand::getRiver() const
{
return myRiver;
}
GuiInterface*
ClientHand::getGuiInterface() const
{
return myGui;
}
void
ClientHand::setMyID(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
myID = theValue;
}
int
ClientHand::getMyID() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return myID;
}
void
ClientHand::setActualQuantityPlayers(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
actualQuantityPlayers = theValue;
}
int
ClientHand::getActualQuantityPlayers() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return actualQuantityPlayers;
}
void
ClientHand::setStartQuantityPlayers(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
startQuantityPlayers = theValue;
}
int
ClientHand::getStartQuantityPlayers() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return startQuantityPlayers;
}
void
ClientHand::setActualRound(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
actualRound = theValue;
}
int
ClientHand::getActualRound() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return actualRound;
}
void
ClientHand::setDealerPosition(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
dealerPosition = theValue;
}
int
ClientHand::getDealerPosition() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return dealerPosition;
}
void
ClientHand::setSmallBlind(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
smallBlind = theValue;
}
int
ClientHand::getSmallBlind() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return smallBlind;
}
void
ClientHand::setAllInCondition(bool theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
allInCondition = theValue;
}
bool
ClientHand::getAllInCondition() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return allInCondition;
}
void
ClientHand::setStartCash(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
startCash = theValue;
}
int
ClientHand::getStartCash() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return startCash;
}
void
ClientHand::setActivePlayersCounter(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
activePlayersCounter = theValue;
}
int
ClientHand::getActivePlayersCounter() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return activePlayersCounter;
}
void
ClientHand::setBettingRoundsPlayed(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
bettingRoundsPlayed = theValue;
}
int
ClientHand::getBettingRoundsPlayed() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return bettingRoundsPlayed;
}
void
ClientHand::setLastPlayersTurn(int theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
lastPlayersTurn = theValue;
}
int
ClientHand::getLastPlayersTurn() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return lastPlayersTurn;
}
void
ClientHand::setCardsShown(bool theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
cardsShown = theValue;
}
bool
ClientHand::getCardsShown() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return cardsShown;
}
void
ClientHand::switchRounds()
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
// update active players counter.
activePlayersCounter = 0;
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++) {
@@ -84,5 +295,3 @@ ClientHand::switchRounds()
}
}