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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+3
-2
@@ -29,13 +29,14 @@
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using namespace std;
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Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
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const PlayerDataList &playerDataList, const GameData &gameData, int gameId)
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const PlayerDataList &playerDataList, const GameData &gameData,
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const StartData &startData, int gameId)
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: myGui(gui), myFactory(factory), actualHand(0), actualBoard(0),
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startQuantityPlayers(gameData.numberOfPlayers),
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startCash(gameData.startCash), startSmallBlind(gameData.smallBlind),
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startHandsBeforeRaiseSmallBlind(gameData.handsBeforeRaise),
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myGameID(gameId), actualQuantityPlayers(gameData.numberOfPlayers),
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actualSmallBlind(gameData.smallBlind), actualHandID(0), dealerPosition(gameData.startDealerPos)
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actualSmallBlind(gameData.smallBlind), actualHandID(0), dealerPosition(startData.startDealerPos)
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{
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// cout << "Create Game Object" << "\n";
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int i;
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