The server is now sending the highest set, and the client is no longer calculating it on his own. This should fix some bugs when someone goes all in with the big/small blind.

This commit is contained in:
lotodore
2007-10-06 14:16:36 +00:00
parent 4c9216dcc2
commit 4e649450b2
6 changed files with 15 additions and 7 deletions
+1 -3
View File
@@ -813,12 +813,10 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
tmpPlayer->setMyAction(actionDoneData.playerAction);
tmpPlayer->setMySetAbsolute(actionDoneData.totalPlayerBet);
tmpPlayer->setMyCash(actionDoneData.playerMoney);
curGame->getCurrentHand()->getCurrentBeRo()->setHighestSet(actionDoneData.highestSet);
curGame->getCurrentHand()->getBoard()->collectSets();
curGame->getCurrentHand()->switchRounds();
// Update highest set
if (tmpPlayer->getMySet() > curGame->getCurrentHand()->getCurrentBeRo()->getHighestSet())
curGame->getCurrentHand()->getCurrentBeRo()->setHighestSet(tmpPlayer->getMySet());
//log blinds sets after setting bigblind-button
if (isBigBlind) {