Changes in preparation for the integration of the network server. GUI does not directly know Game and Hand any more, only Session. WARNING: This version crashes due to initialization order problems.
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@@ -111,17 +111,25 @@ void LocalTurn::turnRun() {
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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(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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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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}
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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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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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}
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}
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}
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