Resetting cards value on client side each hand. Added GUI synchronization function. Fixed update of pot when all but one fold. Reset sets on end of hand.

This commit is contained in:
lotodore
2007-06-10 12:46:29 +00:00
parent 6c9e6a6a28
commit b624714f5d
9 changed files with 58 additions and 11 deletions
+5 -4
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@@ -42,14 +42,15 @@ ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, Boar
} }
// roundStartCashArray fllen // roundStartCashArray fuellen
// cardsvalue zuruecksetzen
// remove all buttons
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash()); playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
playerArray[i]->setMyCardsValueInt(0);
playerArray[i]->setMyButton(0);
} }
// remove all buttons
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
// assign dealer button // assign dealer button
playerArray[dealerPosition]->setMyButton(1); playerArray[dealerPosition]->setMyButton(1);
+2
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@@ -62,6 +62,8 @@ void ServerGuiWrapper::refreshPlayerName() const {}
void ServerGuiWrapper::refreshButton() const {} void ServerGuiWrapper::refreshButton() const {}
void ServerGuiWrapper::refreshGameLabels(GameState state) const {} void ServerGuiWrapper::refreshGameLabels(GameState state) const {}
void ServerGuiWrapper::waitForGuiUpdateDone() const {}
void ServerGuiWrapper::dealHoleCards() {} void ServerGuiWrapper::dealHoleCards() {}
void ServerGuiWrapper::dealFlopCards() {} void ServerGuiWrapper::dealFlopCards() {}
void ServerGuiWrapper::dealTurnCard() {} void ServerGuiWrapper::dealTurnCard() {}
+2
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@@ -46,6 +46,8 @@ public:
void refreshButton() const; void refreshButton() const;
void refreshGameLabels(GameState state) const; void refreshGameLabels(GameState state) const;
void waitForGuiUpdateDone() const;
void dealHoleCards(); void dealHoleCards();
void dealFlopCards(); void dealFlopCards();
void dealTurnCard(); void dealTurnCard();
+2
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@@ -51,6 +51,8 @@ public:
virtual void refreshButton() const =0; virtual void refreshButton() const =0;
virtual void refreshGameLabels(GameState state) const=0; virtual void refreshGameLabels(GameState state) const=0;
virtual void waitForGuiUpdateDone() const=0;
// // Karten-Funktionen // // Karten-Funktionen
virtual void dealHoleCards()=0; virtual void dealHoleCards()=0;
virtual void dealFlopCards()=0; virtual void dealFlopCards()=0;
+6
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@@ -60,6 +60,12 @@ void GuiWrapper::refreshPlayerName() const { myW->signalRefreshPlayerName(); }
void GuiWrapper::refreshButton() const { myW->signalRefreshButton(); } void GuiWrapper::refreshButton() const { myW->signalRefreshButton(); }
void GuiWrapper::refreshGameLabels(GameState state) const { myW->signalRefreshGameLabels(state); } void GuiWrapper::refreshGameLabels(GameState state) const { myW->signalRefreshGameLabels(state); }
void GuiWrapper::waitForGuiUpdateDone() const
{
myW->signalGuiUpdateDone();
myW->waitForGuiUpdateDone();
}
void GuiWrapper::dealHoleCards() { myW->signalDealHoleCards(); } void GuiWrapper::dealHoleCards() { myW->signalDealHoleCards(); }
void GuiWrapper::dealFlopCards() { myW->signalDealFlopCards0(); } void GuiWrapper::dealFlopCards() { myW->signalDealFlopCards0(); }
void GuiWrapper::dealTurnCard() { myW->signalDealTurnCards0(); } void GuiWrapper::dealTurnCard() { myW->signalDealTurnCards0(); }
+2
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@@ -53,6 +53,8 @@ public:
void refreshButton() const; void refreshButton() const;
void refreshGameLabels(GameState state) const; void refreshGameLabels(GameState state) const;
void waitForGuiUpdateDone() const;
void dealHoleCards(); void dealHoleCards();
void dealFlopCards(); void dealFlopCards();
void dealTurnCard(); void dealTurnCard();
+10
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@@ -584,6 +584,8 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
connect(this, SIGNAL(signalRefreshButton()), this, SLOT(refreshButton())); connect(this, SIGNAL(signalRefreshButton()), this, SLOT(refreshButton()));
connect(this, SIGNAL(signalRefreshGameLabels(int)), this, SLOT(refreshGameLabels(int))); connect(this, SIGNAL(signalRefreshGameLabels(int)), this, SLOT(refreshGameLabels(int)));
connect(this, SIGNAL(signalGuiUpdateDone()), this, SLOT(guiUpdateDone()));
connect(this, SIGNAL(signalMeInAction()), this, SLOT(meInAction())); connect(this, SIGNAL(signalMeInAction()), this, SLOT(meInAction()));
connect(this, SIGNAL(signalDisableMyButtons()), this, SLOT(disableMyButtons())); connect(this, SIGNAL(signalDisableMyButtons()), this, SLOT(disableMyButtons()));
connect(this, SIGNAL(signalStartTimeoutAnimation(int, int)), this, SLOT(startTimeoutAnimation(int, int))); connect(this, SIGNAL(signalStartTimeoutAnimation(int, int)), this, SLOT(startTimeoutAnimation(int, int)));
@@ -1251,6 +1253,14 @@ void mainWindowImpl::refreshPot() {
textLabel_Pot->setText("<span style='font-weight:bold'>"+QString::number(currentHand->getBoard()->getPot(),10)+" $</span>"); textLabel_Pot->setText("<span style='font-weight:bold'>"+QString::number(currentHand->getBoard()->getPot(),10)+" $</span>");
} }
void mainWindowImpl::guiUpdateDone() {
guiUpdateSemaphore.release();
}
void mainWindowImpl::waitForGuiUpdateDone() {
guiUpdateSemaphore.acquire();
}
void mainWindowImpl::dealHoleCards() { void mainWindowImpl::dealHoleCards() {
QPixmap onePix(":/graphics/resources/graphics/1px.png"); QPixmap onePix(":/graphics/resources/graphics/1px.png");
+6 -1
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@@ -85,6 +85,8 @@ signals:
void signalRefreshButton(); void signalRefreshButton();
void signalRefreshGameLabels(int); void signalRefreshGameLabels(int);
void signalGuiUpdateDone();
void signalMeInAction(); void signalMeInAction();
void signalDisableMyButtons(); void signalDisableMyButtons();
void signalStartTimeoutAnimation(int playerId, int timeoutSec); void signalStartTimeoutAnimation(int playerId, int timeoutSec);
@@ -140,6 +142,9 @@ public slots:
void refreshButton(); void refreshButton();
void refreshPlayerAvatar(); void refreshPlayerAvatar();
void guiUpdateDone();
void waitForGuiUpdateDone();
// Karten-Funktionen // Karten-Funktionen
void dealHoleCards(); void dealHoleCards();
@@ -390,7 +395,7 @@ private:
// statistic testing // statistic testing
int statisticArray[15]; int statisticArray[15];
QSemaphore guiUpdateSemaphore;
friend class GuiWrapper; friend class GuiWrapper;
}; };
+23 -6
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@@ -757,6 +757,15 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
} }
else if (packet->ToNetPacketEndOfHandHideCards()) else if (packet->ToNetPacketEndOfHandHideCards())
{ {
curGame->getCurrentHand()->getBoard()->collectPot();
// Reset player sets
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
curGame->getPlayerArray()[i]->setMySetNull();
client.GetGui().refreshPot();
client.GetGui().refreshSet();
// Synchronize with GUI.
client.GetGui().waitForGuiUpdateDone();
// End of Hand, but keep cards hidden. // End of Hand, but keep cards hidden.
NetPacketEndOfHandHideCards::Data endHandData; NetPacketEndOfHandHideCards::Data endHandData;
packet->ToNetPacketEndOfHandHideCards()->GetData(endHandData); packet->ToNetPacketEndOfHandHideCards()->GetData(endHandData);
@@ -768,17 +777,24 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
tmpPlayer->setMyCash(endHandData.playerMoney); tmpPlayer->setMyCash(endHandData.playerMoney);
// TODO use moneyWon // TODO use moneyWon
curGame->getCurrentHand()->getBoard()->setPot(0); curGame->getCurrentHand()->getBoard()->setPot(0);
client.GetGui().postRiverRunAnimation1(); client.GetGui().postRiverRunAnimation1();
// Reset player actions
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
curGame->getPlayerArray()[i]->setMySetNull();
// Wait for next Hand. // Wait for next Hand.
client.SetState(ClientStateWaitHand::Instance()); client.SetState(ClientStateWaitHand::Instance());
retVal = MSG_NET_GAME_SERVER_HAND_END; retVal = MSG_NET_GAME_SERVER_HAND_END;
} }
else if (packet->ToNetPacketEndOfHandShowCards()) else if (packet->ToNetPacketEndOfHandShowCards())
{ {
curGame->getCurrentHand()->getBoard()->collectPot();
// Reset player sets
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
curGame->getPlayerArray()[i]->setMySetNull();
client.GetGui().refreshPot();
client.GetGui().refreshSet();
// Synchronize with GUI.
client.GetGui().waitForGuiUpdateDone();
// End of Hand, show cards. // End of Hand, show cards.
NetPacketEndOfHandShowCards::Data endHandData; NetPacketEndOfHandShowCards::Data endHandData;
packet->ToNetPacketEndOfHandShowCards()->GetData(endHandData); packet->ToNetPacketEndOfHandShowCards()->GetData(endHandData);
@@ -810,17 +826,18 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
} }
curGame->getCurrentHand()->getRiver()->setHighestCardsValue(highestValueOfCards); curGame->getCurrentHand()->getRiver()->setHighestCardsValue(highestValueOfCards);
curGame->getCurrentHand()->getBoard()->setPot(0); curGame->getCurrentHand()->getBoard()->setPot(0);
client.GetGui().postRiverRunAnimation1(); client.GetGui().postRiverRunAnimation1();
// Reset player sets
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
curGame->getPlayerArray()[i]->setMySetNull();
// Wait for next Hand. // Wait for next Hand.
client.SetState(ClientStateWaitHand::Instance()); client.SetState(ClientStateWaitHand::Instance());
retVal = MSG_NET_GAME_SERVER_HAND_END; retVal = MSG_NET_GAME_SERVER_HAND_END;
} }
} }
// Synchronize with GUI.
client.GetGui().waitForGuiUpdateDone();
return retVal; return retVal;
} }