optimizing local sqlite-logging; implementing second steps network client sqlite-logging
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@@ -24,7 +24,7 @@ using namespace std;
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ClientPlayer::ClientPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
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: PlayerInterface(), myConfig(c), currentHand(0), myID(id), myUniqueID(uniqueId), myType(type),
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myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myLastRelativeSet(0),
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myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), logHoleCardsDone(false), myCash(sC), mySet(0), myLastRelativeSet(0),
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myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(true), myTurn(false), myCardsFlip(false), myRoundStartCash(0),
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lastMoneyWon(0), sBluff(0), sBluffStatus(false), m_isConnected(false)
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{
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@@ -324,6 +324,20 @@ ClientPlayer::getMyCardsValueInt() const
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return myCardsValueInt;
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}
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void
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ClientPlayer::setLogHoleCardsDone(bool theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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logHoleCardsDone = theValue;
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}
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bool
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ClientPlayer::getLogHoleCardsDone() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return logHoleCardsDone;
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}
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void
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ClientPlayer::setMyBestHandPosition(int* theValue)
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{
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@@ -88,6 +88,9 @@ public:
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void setMyCardsValueInt(int theValue);
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int getMyCardsValueInt() const;
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void setLogHoleCardsDone(bool theValue);
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bool getLogHoleCardsDone() const;
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void setMyBestHandPosition(int* theValue);
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void getMyBestHandPosition(int* theValue) const;
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@@ -157,6 +160,7 @@ private:
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int myBestHandPosition[5];
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double myOdds;
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int myNiveau[3];
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bool logHoleCardsDone;
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int myCards[2];
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int myCash;
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