Logging in network games should work now.

This commit is contained in:
lotodore
2007-06-07 18:41:11 +00:00
parent fc447164c0
commit 9a59e688e6
10 changed files with 57 additions and 27 deletions
-1
View File
@@ -95,7 +95,6 @@ void ServerGuiWrapper::logNewGameHandMsg(int gameID, int handID) {}
void ServerGuiWrapper::logPlayerWinsMsg(int playerID, int pot) {}
void ServerGuiWrapper::logDealBoardCardsMsg(int roundID, int card1, int card2, int card3, int card4, int card5) {}
void ServerGuiWrapper::logFlipHoleCardsMsg(std::string playerName, int card1, int card2, int cardsValueInt, std::string showHas) {}
void ServerGuiWrapper::logPlayerLeftMsg(int playerID) {}
void ServerGuiWrapper::SignalNetClientConnect(int actionID) { if (myClientcb) myClientcb->SignalNetClientConnect(actionID); }
void ServerGuiWrapper::SignalNetClientGameInfo(int actionID) { if (myClientcb) myClientcb->SignalNetClientGameInfo(actionID); }
-1
View File
@@ -79,7 +79,6 @@ public:
void logPlayerWinsMsg(int playerID, int pot);
void logDealBoardCardsMsg(int roundID, int card1, int card2, int card3, int card4 = -1, int card5 = -1) ;
void logFlipHoleCardsMsg(std::string playerName, int card1, int card2, int cardsValueInt = -1, std::string showHas = "shows") ;
void logPlayerLeftMsg(int playerID);
void SignalNetClientConnect(int actionID);
void SignalNetClientGameInfo(int actionID);