Restructured network server.
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@@ -69,7 +69,7 @@ void LocalFlop::flopRun() {
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//also gehe in Turn
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myHand->setActualRound(2);
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//Action l�chen und ActionButtons refresh
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//Action loeschen und ActionButtons refresh
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0);
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}
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@@ -94,7 +94,7 @@ void LocalFlop::flopRun() {
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}
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// n�hsten Spieler ermitteln
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// naechsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
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@@ -111,24 +111,16 @@ void LocalFlop::flopRun() {
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// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
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if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstFlopRound = 0; }
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if(myHand->getGuiInterface()->isNetworkServer())
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{
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myHand->getGuiInterface()->waitForNetworkAction(
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GAME_STATE_FLOP, myHand->getPlayerArray()[playersTurn]->getMyUniqueID());
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if(playersTurn == 0) {
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// Wir sind dran
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// cout << "actualRound " << myHand->getActualRound() << endl;
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// cout << "highestSet vor meInAction " << highestSet << endl;
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myHand->getGuiInterface()->meInAction();
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}
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else
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{
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if(playersTurn == 0) {
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// Wir sind dran
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// cout << "actualRound " << myHand->getActualRound() << endl;
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// cout << "highestSet vor meInAction " << highestSet << endl;
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myHand->getGuiInterface()->meInAction();
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}
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else {
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//Gegner sind dran
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// cout << "NextPlayerSpeed3 start" << endl;
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myHand->getGuiInterface()->flopAnimation2();
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}
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else {
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//Gegner sind dran
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// cout << "NextPlayerSpeed3 start" << endl;
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myHand->getGuiInterface()->flopAnimation2();
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}
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}
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}
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@@ -72,7 +72,7 @@ void LocalPreflop::preflopRun() {
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//also gehe in Flop
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myHand->setActualRound(1);
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//Action l�chen und ActionButtons refresh
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//Action loeschen und ActionButtons refresh
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0);
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}
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@@ -103,22 +103,14 @@ void LocalPreflop::preflopRun() {
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myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
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myHand->getGuiInterface()->refreshGroupbox(playersTurn,2);
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if(myHand->getGuiInterface()->isNetworkServer())
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{
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myHand->getGuiInterface()->waitForNetworkAction(
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GAME_STATE_PREFLOP, myHand->getPlayerArray()[playersTurn]->getMyUniqueID());
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if(playersTurn == 0) {
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// Wir sind dran
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myHand->getGuiInterface()->meInAction();
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}
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else
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{
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if(playersTurn == 0) {
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// Wir sind dran
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myHand->getGuiInterface()->meInAction();
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}
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else {
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//Gegner sind dran
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// cout << "NextPlayerSpeed3 start" << endl;
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myHand->getGuiInterface()->preflopAnimation2();
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}
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else {
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//Gegner sind dran
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// cout << "NextPlayerSpeed3 start" << endl;
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myHand->getGuiInterface()->preflopAnimation2();
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}
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}
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}
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@@ -111,23 +111,15 @@ void LocalRiver::riverRun() {
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// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
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if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstRiverRound = 0; }
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if(myHand->getGuiInterface()->isNetworkServer())
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{
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myHand->getGuiInterface()->waitForNetworkAction(
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GAME_STATE_RIVER, myHand->getPlayerArray()[playersTurn]->getMyUniqueID());
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if(playersTurn == 0) {
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// Wir sind dran
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// cout << "actualRound " << myHand->getActualRound() << endl;
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// cout << "highestSet vor meInAction " << highestSet << endl;
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myHand->getGuiInterface()->meInAction();
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}
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else
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{
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if(playersTurn == 0) {
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// Wir sind dran
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// cout << "actualRound " << myHand->getActualRound() << endl;
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// cout << "highestSet vor meInAction " << highestSet << endl;
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myHand->getGuiInterface()->meInAction();
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}
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else {
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//Gegner sind dran
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myHand->getGuiInterface()->riverAnimation2();
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}
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else {
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//Gegner sind dran
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myHand->getGuiInterface()->riverAnimation2();
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}
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}
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}
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@@ -107,29 +107,21 @@ void LocalTurn::turnRun() {
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myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
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myHand->getGuiInterface()->refreshGroupbox(playersTurn,2);
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// cout << "activePlayerBeforeSmallBlind " << activePlayerBeforeSmallBlind << endl;
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// cout << "playersTurn " << playersTurn << endl;
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// cout << "activePlayerBeforeSmallBlind " << activePlayerBeforeSmallBlind << endl;
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// cout << "playersTurn " << playersTurn << endl;
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// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
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if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstTurnRound = 0; }
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if(myHand->getGuiInterface()->isNetworkServer())
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{
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myHand->getGuiInterface()->waitForNetworkAction(
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GAME_STATE_TURN, myHand->getPlayerArray()[playersTurn]->getMyUniqueID());
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if(playersTurn == 0) {
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// Wir sind dran
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// cout << "actualRound " << myHand->getActualRound() << endl;
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// cout << "highestSet vor meInAction " << highestSet << endl;
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myHand->getGuiInterface()->meInAction();
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}
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else
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{
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if(playersTurn == 0) {
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// Wir sind dran
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// cout << "actualRound " << myHand->getActualRound() << endl;
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// cout << "highestSet vor meInAction " << highestSet << endl;
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myHand->getGuiInterface()->meInAction();
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}
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else {
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//Gegner sind dran
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// cout << "NextPlayerSpeed3 start" << endl;
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myHand->getGuiInterface()->turnAnimation2();
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}
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else {
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//Gegner sind dran
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// cout << "NextPlayerSpeed3 start" << endl;
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myHand->getGuiInterface()->turnAnimation2();
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}
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}
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}
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