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.
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@@ -34,7 +34,7 @@ class ConfigFile;
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class ClientEngineFactory : public EngineFactory
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{
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public:
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ClientEngineFactory(ConfigFile*);
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ClientEngineFactory();
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~ClientEngineFactory();
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HandInterface* createHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int sP, int aP, int dP, int sB,int sC);
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@@ -44,9 +44,6 @@ public:
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FlopInterface* createFlop(HandInterface* hi, int id, int aP, int dP, int sB);
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TurnInterface* createTurn(HandInterface* hi, int id, int aP, int dP, int sB);
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RiverInterface* createRiver(HandInterface* hi, int id, int aP, int dP, int sB);
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private:
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ConfigFile *myConfig;
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};
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#endif
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