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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@@ -22,9 +22,9 @@
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#include <playerinterface.h>
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#include <boost/shared_ptr.hpp>
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#include <boost/thread.hpp>
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#include <string>
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class CardsValue;
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class ConfigFile;
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class HandInterface;
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@@ -37,100 +37,72 @@ public:
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void setHand(HandInterface*);
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int getMyID() const { return myID; }
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unsigned getMyUniqueID() const { return myUniqueID; }
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PlayerType getMyType() const { return myType; }
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int getMyID() const;
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unsigned getMyUniqueID() const;
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PlayerType getMyType() const;
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void setMyDude(int theValue) { myDude = theValue; }
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int getMyDude() const { return myDude; }
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void setMyDude(int theValue);
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int getMyDude() const;
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void setMyDude4(int theValue) { myDude4 = theValue; }
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int getMyDude4() const { return myDude4; }
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void setMyDude4(int theValue);
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int getMyDude4() const;
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void setMyName(const std::string& theValue) { myName = theValue; }
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std::string getMyName() const { return myName; }
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void setMyName(const std::string& theValue);
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std::string getMyName() const;
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void setMyAvatar(const std::string& theValue) { myAvatar = theValue; }
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std::string getMyAvatar() const { return myAvatar; }
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void setMyAvatar(const std::string& theValue);
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std::string getMyAvatar() const;
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void setMyCash(int theValue) { myCash = theValue; }
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int getMyCash() const { return myCash; }
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void setMyCash(int theValue);
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int getMyCash() const;
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void setMySet(int theValue) { myLastRelativeSet = theValue; }
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void setMySetAbsolute(int theValue) { mySet = theValue; }
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void setMySetNull() { mySet = 0; myLastRelativeSet = 0; }
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int getMySet() const { return mySet;}
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int getMyLastRelativeSet() const { return myLastRelativeSet; }
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void setMySet(int theValue);
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void setMySetAbsolute(int theValue);
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void setMySetNull();
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int getMySet() const;
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int getMyLastRelativeSet() const;
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void setMyAction(int theValue, bool blind) { myAction = theValue; }
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int getMyAction() const { return myAction; }
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void setMyAction(int theValue, bool blind);
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int getMyAction() const;
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void setMyButton(int theValue) { myButton = theValue; }
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int getMyButton() const { return myButton; }
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void setMyButton(int theValue);
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int getMyButton() const;
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void setMyActiveStatus(bool theValue) { myActiveStatus = theValue; }
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bool getMyActiveStatus() const { return myActiveStatus; }
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void setMyActiveStatus(bool theValue);
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bool getMyActiveStatus() const;
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void setMyCards(int* theValue) { int i; for(i=0; i<2; i++) myCards[i] = theValue[i]; }
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void getMyCards(int* theValue) { int i; for(i=0; i<2; i++) theValue[i] = myCards[i]; }
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void setMyCards(int* theValue);
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void getMyCards(int* theValue) const;
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void setMyTurn(bool theValue){ myTurn = theValue;}
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bool getMyTurn() const{ return myTurn;}
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void setMyTurn(bool theValue);
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bool getMyTurn() const;
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void setMyCardsFlip(bool theValue, int state){
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myCardsFlip = theValue;
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// log flipping cards
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if(myCardsFlip) {
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switch(state) {
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case 1: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt);
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break;
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case 2: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]);
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break;
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case 3: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has");
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break;
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default: ;
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}
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}
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}
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bool getMyCardsFlip() const{ return myCardsFlip;}
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void setMyCardsFlip(bool theValue, int state);
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bool getMyCardsFlip() const;
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void setMyCardsValueInt(int theValue) { myCardsValueInt = theValue;}
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int getMyCardsValueInt() const { return myCardsValueInt; }
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void setMyCardsValueInt(int theValue);
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int getMyCardsValueInt() const;
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int* getMyBestHandPosition() { return myBestHandPosition; }
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void setMyBestHandPosition(int* theValue);
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void getMyBestHandPosition(int* theValue) const;
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void setMyRoundStartCash(int theValue) { myRoundStartCash = theValue;}
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int getMyRoundStartCash() const { return myRoundStartCash; }
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void setMyRoundStartCash(int theValue);
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int getMyRoundStartCash() const;
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void setMyAverageSets(int theValue) { myAverageSets[0] = myAverageSets[1]; myAverageSets[1] = myAverageSets[2]; myAverageSets[2] = myAverageSets[3]; myAverageSets[3] = theValue; }
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int getMyAverageSets() const { return (myAverageSets[0]+myAverageSets[1]+myAverageSets[2]+myAverageSets[3])/4; }
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void setMyAggressive(bool theValue) {
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int i;
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for(i=0; i<6; i++) {
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myAggressive[i] = myAggressive[i+1];
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}
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myAggressive[6] = theValue;
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}
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int getMyAggressive() const {
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int i, sum = 0;
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for(i=0; i<7; i++) {
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sum += myAggressive[i];
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}
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return sum;
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}
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void setMyAverageSets(int theValue);
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int getMyAverageSets() const;
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void setSBluff ( int theValue ) { sBluff = theValue; }
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int getSBluff() const { return sBluff; }
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void setMyAggressive(bool theValue);
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int getMyAggressive() const;
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void setSBluffStatus ( bool theValue ) { sBluffStatus = theValue; }
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bool getSBluffStatus() const { return sBluffStatus; }
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void setSBluff (int theValue);
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int getSBluff() const;
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void setMyWinnerState ( bool theValue, int pot ) {
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myWinnerState = theValue;
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if(theValue) actualHand->getGuiInterface()->logPlayerWinsMsg(myID, pot);
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}
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bool getMyWinnerState() const { return myWinnerState;}
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void setSBluffStatus (bool theValue);
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bool getSBluffStatus() const;
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void setMyWinnerState (bool theValue, int pot);
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bool getMyWinnerState() const;
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void action();
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@@ -156,6 +128,7 @@ public:
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boost::shared_ptr<SessionData> getNetSessionData();
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private:
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mutable boost::recursive_mutex m_syncMutex;
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ConfigFile *myConfig;
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HandInterface *actualHand;
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@@ -164,9 +137,9 @@ private:
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CardsValue *myCardsValue;
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// Konstanten
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int myID;
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unsigned myUniqueID;
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PlayerType myType;
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const int myID;
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const unsigned myUniqueID;
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const PlayerType myType;
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std::string myName;
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std::string myAvatar;
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int myDude;
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