Client engine factory needs to be free of configuration file (configuration provided by server). Separated specific start data from general game data. Sending client game object to GUI after creation. Client thread now manages player and game data.
This commit is contained in:
@@ -26,11 +26,8 @@
|
||||
#include "clientturn.h"
|
||||
#include "clientriver.h"
|
||||
|
||||
#include <configfile.h>
|
||||
|
||||
|
||||
ClientEngineFactory::ClientEngineFactory(ConfigFile *c)
|
||||
: myConfig(c)
|
||||
ClientEngineFactory::ClientEngineFactory()
|
||||
{
|
||||
}
|
||||
|
||||
@@ -52,7 +49,7 @@ BoardInterface* ClientEngineFactory::createBoard()
|
||||
|
||||
PlayerInterface* ClientEngineFactory::createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
|
||||
{
|
||||
return new ClientPlayer(myConfig, b, id, uniqueId, type, name, avatar, sC, aS, mB);
|
||||
return new ClientPlayer(NULL, b, id, uniqueId, type, name, avatar, sC, aS, mB);
|
||||
}
|
||||
|
||||
PreflopInterface* ClientEngineFactory::createPreflop(HandInterface* hi, int id, int aP, int dP, int sB)
|
||||
|
||||
Reference in New Issue
Block a user