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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@@ -29,6 +29,7 @@
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#include <turninterface.h>
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#include <riverinterface.h>
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#include <boost/thread.hpp>
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class ClientHand : public HandInterface
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{
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@@ -38,54 +39,55 @@ public:
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void start();
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PlayerInterface** getPlayerArray() const { return playerArray; }
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BoardInterface* getBoard() const { return myBoard; }
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PreflopInterface* getPreflop() const { return myPreflop; }
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FlopInterface* getFlop() const { return myFlop; }
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TurnInterface* getTurn() const { return myTurn; }
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RiverInterface* getRiver() const { return myRiver; }
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GuiInterface* getGuiInterface() const { return myGui; }
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PlayerInterface** getPlayerArray() const;
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BoardInterface* getBoard() const;
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PreflopInterface* getPreflop() const;
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FlopInterface* getFlop() const;
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TurnInterface* getTurn() const;
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RiverInterface* getRiver() const;
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GuiInterface* getGuiInterface() const;
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void setMyID(int theValue) { myID = theValue; }
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int getMyID() const { return myID; }
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void setMyID(int theValue);
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int getMyID() const;
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void setActualQuantityPlayers(int theValue) { actualQuantityPlayers = theValue; }
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int getActualQuantityPlayers() const { return actualQuantityPlayers; }
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void setActualQuantityPlayers(int theValue);
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int getActualQuantityPlayers() const;
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void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; }
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int getStartQuantityPlayers() const { return startQuantityPlayers; }
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void setStartQuantityPlayers(int theValue);
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int getStartQuantityPlayers() const;
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void setActualRound(int theValue) { actualRound = theValue; }
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int getActualRound() const { return actualRound; }
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void setActualRound(int theValue);
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int getActualRound() const;
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void setDealerPosition(int theValue) { dealerPosition = theValue; }
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int getDealerPosition() const { return dealerPosition; }
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void setDealerPosition(int theValue);
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int getDealerPosition() const;
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void setSmallBlind(int theValue) { smallBlind = theValue; }
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int getSmallBlind() const { return smallBlind; }
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void setSmallBlind(int theValue);
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int getSmallBlind() const;
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void setAllInCondition(bool theValue) { allInCondition = theValue; }
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bool getAllInCondition() const { return allInCondition; }
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void setAllInCondition(bool theValue);
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bool getAllInCondition() const;
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void setStartCash(int theValue) { startCash = theValue; }
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int getStartCash() const { return startCash; }
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void setStartCash(int theValue);
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int getStartCash() const;
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void setActivePlayersCounter(int theValue) { activePlayersCounter = theValue; }
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int getActivePlayersCounter() const { return activePlayersCounter; }
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void setActivePlayersCounter(int theValue);
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int getActivePlayersCounter() const;
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void setBettingRoundsPlayed(int theValue) { bettingRoundsPlayed = theValue; }
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int getBettingRoundsPlayed() const { return bettingRoundsPlayed; }
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void setBettingRoundsPlayed(int theValue);
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int getBettingRoundsPlayed() const;
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void setLastPlayersTurn(int theValue) { lastPlayersTurn = theValue; }
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int getLastPlayersTurn() const { return lastPlayersTurn; }
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void setLastPlayersTurn(int theValue);
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int getLastPlayersTurn() const;
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void setCardsShown(bool theValue) { cardsShown = theValue; }
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bool getCardsShown() const { return cardsShown; }
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void setCardsShown(bool theValue);
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bool getCardsShown() const;
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void switchRounds();
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private:
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mutable boost::recursive_mutex m_syncMutex;
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boost::shared_ptr<EngineFactory> myFactory;
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GuiInterface *myGui;
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