Networking should mostly be working now. Some small issues concerning the display of pot/sets, and some delays are still needed.
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@@ -47,20 +47,20 @@ ClientBoard::setHand(HandInterface* br)
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void
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ClientBoard::collectSets()
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{
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sets = 0;
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int i;
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) sets += playerArray[i]->getMySet();
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}
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{
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sets = 0;
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int i;
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) sets += playerArray[i]->getMySet();
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}
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void
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ClientBoard::collectPot()
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{
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int i;
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pot += sets;
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sets = 0;
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++){ playerArray[i]->setMySetNull(); }
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}
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int i;
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pot += sets;
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sets = 0;
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++){ playerArray[i]->setMySetNull(); }
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}
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@@ -44,6 +44,8 @@ public:
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void setSmallBlind(const int& theValue) { smallBlind = theValue; }
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int getSmallBlind() const { return smallBlind; }
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void resetFirstRun() { firstFlopRun = false; }
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void flopRun();
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void nextPlayer2();
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@@ -47,6 +47,8 @@ public:
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void setHighestCardsValue(const int& theValue) { highestCardsValue = theValue;}
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int getHighestCardsValue() const { return highestCardsValue;}
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void resetFirstRun() { firstRiverRun = false; }
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void riverRun();
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void postRiverRun();
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void nextPlayer2();
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@@ -43,6 +43,8 @@ public:
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void setSmallBlind(const int& theValue) { smallBlind = theValue; }
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int getSmallBlind() const { return smallBlind; }
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void resetFirstRun() { firstTurnRun = false; }
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void turnRun();
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void nextPlayer2();
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