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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+6
-6
@@ -52,25 +52,25 @@ public:
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PlayerInterface** getPlayerArray() {return playerArray;}
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//Zufgriff Startvariablen
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void setStartQuantityPlayers(const int& theValue) { startQuantityPlayers = theValue; }
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void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; }
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int getStartQuantityPlayers() const { return startQuantityPlayers; }
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void setStartSmallBlind(const int& theValue) { startSmallBlind = theValue; }
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void setStartSmallBlind(int theValue) { startSmallBlind = theValue; }
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int getStartSmallBlind() const { return startSmallBlind; }
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void setStartCash(const int& theValue) { startCash = theValue; }
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void setStartCash(int theValue) { startCash = theValue; }
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int getStartCash() const { return startCash; }
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int getMyGameID() const { return myGameID; }
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//Zufgriff Laufvariablen
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void setActualQuantityPlayers(const int& theValue) { actualQuantityPlayers = theValue; }
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void setActualQuantityPlayers(int theValue) { actualQuantityPlayers = theValue; }
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int getActualQuantityPlayers() const { return actualQuantityPlayers; }
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void setActualSmallBlind(const int& theValue) { actualSmallBlind = theValue; }
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void setActualSmallBlind(int theValue) { actualSmallBlind = theValue; }
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int getActualSmallBlind() const { return actualSmallBlind; }
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void setActualHandID(const int& theValue) { actualHandID = theValue; }
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void setActualHandID(int theValue) { actualHandID = theValue; }
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int getActualHandID() const { return actualHandID; }
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PlayerInterface * getPlayerByUniqueId(unsigned id);
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