/// <summary> /// Called by the client when an update message arrives. /// </summary> /// <param name="player">The players sorted by their round order</param> /// <param name="potInformation">The current state of the pot</param> /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param> public override void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards) { // updates the game community cards so player hands will be calculated correctly Game.ExposedCommunityCards = Array.AsReadOnly <Card>(communityCards); base.WaitSynchronization(player, potInformation, communityCards); }
/// <summary> /// Called by the client when an update message arrives. /// </summary> /// <param name="player">The players sorted by their round order</param> /// <param name="potInformation">The current state of the pot</param> /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param> public virtual void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards) { Console.WriteLine("Pot amount is: {0}$", potInformation.PotAmount); foreach (Player curPlayer in player) { PrintPlayer(curPlayer); } }
/// <summary> /// Called by the client when an update message arrives. /// </summary> /// <param name="player">The players sorted by their round order</param> /// <param name="potInformation">The current state of the pot</param> /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param> public override void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards) { // print the community cards first. if (communityCards.Length > 0) { Console.Write('['); foreach (Card card in communityCards) { Console.Write(' '); Console.Write(card); } Console.WriteLine(']'); } base.WaitSynchronization(player, potInformation, communityCards); }
/// <summary> /// Called by the client when an update message arrives. /// </summary> /// <param name="player">The players sorted by their round order</param> /// <param name="potInformation">The current state of the pot</param> /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param> public override void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards) { currentStrategy.Synchronize(player); base.WaitSynchronization(player, potInformation, communityCards); }
/// <summary> /// Called by the client when an update message arrives. /// </summary> /// <param name="player">The players sorted by their round order</param> /// <param name="potInformation">The current state of the pot</param> /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param> public void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards) { }
/// <summary> /// Called by the client when an update message arrives. /// </summary> /// <param name="player">The players sorted by their round order</param> /// <param name="potInformation">The current state of the pot</param> /// <param name="communityCards">The game community cards, if any. Can be null</param> public void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards) { concreteClient.WaitSynchronization(player, potInformation, communityCards); }
/// <summary> /// Called by the client when an update message arrives. /// </summary> /// <param name="player">The players sorted by their round order</param> /// <param name="potInformation">The current state of the pot</param> /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param> public virtual void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards) { helper.WaitSynchronization(player, potInformation, communityCards); }