Only send cardsvalue if round before was "river".

This commit is contained in:
lotodore
2011-11-13 16:28:04 +00:00
parent d38bd0fef0
commit fec3a5fb65
+7 -5
View File
@@ -184,7 +184,7 @@ static void PerformPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInte
}
static void
SetPlayerResult(PlayerResult_t &playerResult, boost::shared_ptr<PlayerInterface> tmpPlayer)
SetPlayerResult(PlayerResult_t &playerResult, boost::shared_ptr<PlayerInterface> tmpPlayer, GameState roundBeforePostRiver)
{
playerResult.playerId = tmpPlayer->getMyUniqueID();
int tmpCards[2];
@@ -199,8 +199,10 @@ SetPlayerResult(PlayerResult_t &playerResult, boost::shared_ptr<PlayerInterface>
ASN_SEQUENCE_ADD(&playerResult.bestHandPosition.list, handPos);
}
playerResult.cardsValue = (long *)calloc(1, sizeof(long));
*playerResult.cardsValue = tmpPlayer->getMyCardsValueInt();
if (roundBeforePostRiver == GAME_STATE_RIVER) {
playerResult.cardsValue = (long *)calloc(1, sizeof(long));
*playerResult.cardsValue = tmpPlayer->getMyCardsValueInt();
}
playerResult.moneyWon = tmpPlayer->getLastMoneyWon();
playerResult.playerMoney = tmpPlayer->getMyCash();
}
@@ -989,7 +991,7 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
boost::shared_ptr<PlayerInterface> tmpPlayer(curGame.getPlayerByUniqueId(*i));
if (tmpPlayer) {
PlayerResult_t *playerResult = (PlayerResult_t *)calloc(1, sizeof(PlayerResult_t));
SetPlayerResult(*playerResult, tmpPlayer);
SetPlayerResult(*playerResult, tmpPlayer, GAME_STATE_RIVER);
ASN_SEQUENCE_ADD(&endHandShow->playerResults.list, playerResult);
}
@@ -1486,7 +1488,7 @@ ServerGameStateWaitNextHand::InternalProcessPacket(boost::shared_ptr<ServerGame>
AfterHandShowCardsMessage_t *netShowCards = &show->GetMsg()->choice.afterHandShowCardsMessage;
boost::shared_ptr<PlayerInterface> tmpPlayer(curGame.getPlayerByUniqueId(session->GetPlayerData()->GetUniqueId()));
if (tmpPlayer) {
SetPlayerResult(netShowCards->playerResult, tmpPlayer);
SetPlayerResult(netShowCards->playerResult, tmpPlayer, curGame.getCurrentHand()->getRoundBeforePostRiver());
server->SendToAllPlayers(show, SessionData::Game);
}
}