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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@@ -74,9 +74,220 @@ ClientHand::start()
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{
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}
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PlayerInterface**
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ClientHand::getPlayerArray() const
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{
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return playerArray;
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}
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BoardInterface*
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ClientHand::getBoard() const
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{
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return myBoard;
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}
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PreflopInterface*
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ClientHand::getPreflop() const
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{
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return myPreflop;
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}
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FlopInterface*
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ClientHand::getFlop() const
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{
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return myFlop;
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}
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TurnInterface*
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ClientHand::getTurn() const
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{
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return myTurn;
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}
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RiverInterface*
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ClientHand::getRiver() const
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{
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return myRiver;
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}
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GuiInterface*
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ClientHand::getGuiInterface() const
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{
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return myGui;
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}
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void
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ClientHand::setMyID(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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myID = theValue;
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}
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int
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ClientHand::getMyID() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return myID;
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}
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void
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ClientHand::setActualQuantityPlayers(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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actualQuantityPlayers = theValue;
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}
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int
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ClientHand::getActualQuantityPlayers() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return actualQuantityPlayers;
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}
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void
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ClientHand::setStartQuantityPlayers(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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startQuantityPlayers = theValue;
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}
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int
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ClientHand::getStartQuantityPlayers() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return startQuantityPlayers;
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}
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void
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ClientHand::setActualRound(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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actualRound = theValue;
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}
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int
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ClientHand::getActualRound() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return actualRound;
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}
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void
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ClientHand::setDealerPosition(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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dealerPosition = theValue;
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}
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int
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ClientHand::getDealerPosition() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return dealerPosition;
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}
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void
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ClientHand::setSmallBlind(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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smallBlind = theValue;
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}
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int
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ClientHand::getSmallBlind() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return smallBlind;
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}
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void
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ClientHand::setAllInCondition(bool theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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allInCondition = theValue;
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}
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bool
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ClientHand::getAllInCondition() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return allInCondition;
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}
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void
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ClientHand::setStartCash(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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startCash = theValue;
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}
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int
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ClientHand::getStartCash() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return startCash;
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}
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void
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ClientHand::setActivePlayersCounter(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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activePlayersCounter = theValue;
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}
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int
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ClientHand::getActivePlayersCounter() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return activePlayersCounter;
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}
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void
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ClientHand::setBettingRoundsPlayed(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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bettingRoundsPlayed = theValue;
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}
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int
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ClientHand::getBettingRoundsPlayed() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return bettingRoundsPlayed;
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}
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void
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ClientHand::setLastPlayersTurn(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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lastPlayersTurn = theValue;
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}
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int
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ClientHand::getLastPlayersTurn() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return lastPlayersTurn;
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}
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void
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ClientHand::setCardsShown(bool theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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cardsShown = theValue;
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}
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bool
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ClientHand::getCardsShown() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return cardsShown;
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}
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void
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ClientHand::switchRounds()
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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// update active players counter.
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activePlayersCounter = 0;
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++) {
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@@ -84,5 +295,3 @@ ClientHand::switchRounds()
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}
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}
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