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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@@ -69,7 +69,7 @@ public:
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virtual bool getMyActiveStatus() const =0;
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virtual void setMyCards(int* theValue) =0;
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virtual void getMyCards(int* theValue) =0;
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virtual void getMyCards(int* theValue) const =0;
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virtual void setMyTurn(bool theValue) =0;
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virtual bool getMyTurn() const =0;
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@@ -80,7 +80,8 @@ public:
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virtual void setMyCardsValueInt(int theValue) =0;
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virtual int getMyCardsValueInt() const =0;
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virtual int* getMyBestHandPosition() =0;
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virtual void setMyBestHandPosition(int* theValue) =0;
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virtual void getMyBestHandPosition(int* theValue) const =0;
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virtual void setMyRoundStartCash(int theValue) =0;
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virtual int getMyRoundStartCash() const =0;
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