Fixed id bug in networking code. Dealer id is now set correctly. Phew.
This commit is contained in:
@@ -51,15 +51,18 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
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PlayerDataList::const_iterator player_i = playerDataList.begin();
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PlayerDataList::const_iterator player_i = playerDataList.begin();
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PlayerDataList::const_iterator player_end = playerDataList.end();
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PlayerDataList::const_iterator player_end = playerDataList.end();
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bool dealerFound = false;
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while (player_i != player_end)
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while (player_i != player_end)
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{
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{
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if ((*player_i)->GetUniqueId() == startData.startDealerPlayerId)
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if ((*player_i)->GetUniqueId() == startData.startDealerPlayerId)
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{
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{
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dealerPosition = (*player_i)->GetNumber();
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dealerPosition = (*player_i)->GetNumber();
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dealerFound = true;
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break;
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break;
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}
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}
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++player_i;
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++player_i;
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}
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}
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assert(dealerFound);
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// Board erstellen
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// Board erstellen
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actualBoard = myFactory->createBoard();
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actualBoard = myFactory->createBoard();
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@@ -61,8 +61,6 @@ public:
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void setStartCash(const int& theValue) { startCash = theValue; }
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void setStartCash(const int& theValue) { startCash = theValue; }
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int getStartCash() const { return startCash; }
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int getStartCash() const { return startCash; }
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int getDealerPosition() const { return dealerPosition; }
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int getMyGameID() const { return myGameID; }
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int getMyGameID() const { return myGameID; }
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//Zufgriff Laufvariablen
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//Zufgriff Laufvariablen
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@@ -527,7 +527,7 @@ ClientStateWaitHand::Process(ClientThread &client)
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{
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{
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if (tmpData.gameState == GAME_STATE_PREFLOP_SMALL_BLIND)
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if (tmpData.gameState == GAME_STATE_PREFLOP_SMALL_BLIND)
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{
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{
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tmpPlayer->setMyButton(BUTTON_SMALL_BLIND);
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assert(tmpPlayer->getMyButton() == BUTTON_SMALL_BLIND);
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tmpPlayer->setMyAction(tmpData.playerAction);
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tmpPlayer->setMyAction(tmpData.playerAction);
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tmpPlayer->setMySet(tmpData.cashValue);
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tmpPlayer->setMySet(tmpData.cashValue);
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client.GetGui().refreshSet();
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client.GetGui().refreshSet();
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@@ -535,7 +535,7 @@ ClientStateWaitHand::Process(ClientThread &client)
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}
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}
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else if (tmpData.gameState == GAME_STATE_PREFLOP_BIG_BLIND)
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else if (tmpData.gameState == GAME_STATE_PREFLOP_BIG_BLIND)
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{
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{
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tmpPlayer->setMyButton(BUTTON_BIG_BLIND);
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assert(tmpPlayer->getMyButton() == BUTTON_BIG_BLIND);
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tmpPlayer->setMyAction(tmpData.playerAction);
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tmpPlayer->setMyAction(tmpData.playerAction);
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tmpPlayer->setMySet(tmpData.cashValue);
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tmpPlayer->setMySet(tmpData.cashValue);
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client.GetGui().refreshSet();
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client.GetGui().refreshSet();
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@@ -256,7 +256,26 @@ ServerRecvThread::InternalStartGame()
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StartData startData;
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StartData startData;
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int tmpDealerPos = 0;
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int tmpDealerPos = 0;
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Tools::getRandNumber(0, GetGameData().numberOfPlayers-1, 1, &tmpDealerPos, 0);
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Tools::getRandNumber(0, GetGameData().numberOfPlayers-1, 1, &tmpDealerPos, 0);
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startData.startDealerPlayerId = static_cast<unsigned>(tmpDealerPos);
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// The Player Id is not continuous. Therefore, the start dealer position
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// needs to be converted to a player Id, and cannot be directly generated
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// as player Id.
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PlayerDataList::const_iterator player_i = playerData.begin();
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PlayerDataList::const_iterator player_end = playerData.end();
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bool randDealerFound = false;
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while (player_i != player_end)
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{
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if ((*player_i)->GetNumber() == tmpDealerPos)
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{
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// Get ID of the dealer.
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startData.startDealerPlayerId = static_cast<unsigned>((*player_i)->GetUniqueId());
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randDealerFound = true;
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break;
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}
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++player_i;
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}
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assert(randDealerFound);
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SetStartData(startData);
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SetStartData(startData);
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m_game.reset(new Game(&gui, factory, playerData, GetGameData(), GetStartData(), m_curGameId++));
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m_game.reset(new Game(&gui, factory, playerData, GetGameData(), GetStartData(), m_curGameId++));
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@@ -26,6 +26,8 @@
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#include <net/clientthread.h>
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#include <net/clientthread.h>
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#include <net/serverthread.h>
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#include <net/serverthread.h>
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#include <sstream>
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#define NET_CLIENT_TERMINATE_TIMEOUT_MSEC 1000
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#define NET_CLIENT_TERMINATE_TIMEOUT_MSEC 1000
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#define NET_SERVER_TERMINATE_TIMEOUT_MSEC 1000
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#define NET_SERVER_TERMINATE_TIMEOUT_MSEC 1000
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