void CEngineContainer::CallSymbolEnginesToUpdateSymbolsIfNecessary() { p_betround_calculator->OnNewHeartbeat(); p_handreset_detector->OnNewHeartbeat(); // table-limits depend on betround p_tablelimits->CalcTableLimits(); // ResetOnConnection() gets directly called by the auto-connector, // so we don't have to care about that. // We only need to care about: // * ResetOnHandreset() // * ResetOnNewRound() // * ResetOnMyTurn() if (p_handreset_detector->IsHandreset()) { ResetOnHandreset(); } if (p_betround_calculator->IsNewBetround()) { ResetOnNewRound(); } if (p_scraper_access->IsMyTurn()) { ResetOnMyTurn(); } // And finally ResetOnHeartbeat() gets always called. ResetOnHeartbeat(); }
void CSymbolEngineChipAmounts::ResetOnConnection() { ResetOnHandreset(); _maxbalance = k_undefined; _balanceatstartofsession = k_undefined; }
void CSymbolEngineRaisersCallers::ResetOnConnection() { _nchairs = p_tablemap->nchairs(); _raischair_previous_frame = k_undefined; ResetOnHandreset(); }
void CTableLimits::ResetOnConnection() { write_log(3, "CTableLimits::ResetOnConnection()\n"); blinds_locked_for_complete_session = false; number_of_saved_tablelimits = 0; for (int i=0; i<k_number_of_hands_to_autolock_blinds_for_cashgames; i++) { tablelimits_first_N_hands_sblind[i] = 0; tablelimits_first_N_hands_bblind[i] = 0; tablelimits_first_N_hands_bbet[i] = 0; } _ante = 0; _gametype = k_gametype_unknown; ResetOnHandreset(); }
void CEngineContainer::EvaluateAll() { write_log(preferences.debug_engine_container(), "[EngineContainer] EvaluateAll()\n"); if (!_reset_on_connection_executed) { write_log(preferences.debug_engine_container(), "[EngineContainer] Skipping as ResetOnConnection not yet executed.\n"); write_log(preferences.debug_engine_container(), "[EngineContainer] Waiting for call by auto-connector-thread\n"); // The problem with ResetOnConnection: // It will be called by another thread, // so the execution might be out of order. // Therefore we have to skip all other calculations // until OnConnection() got executed. return; } if (p_formula_parser == NULL) { // No formula loaded return; } if (p_formula_parser->IsParsing()) { // Not safe to evaluate anything return; } p_betround_calculator->OnNewHeartbeat(); p_handreset_detector->OnNewHeartbeat(); // table-limits depend on betround p_symbol_engine_tablelimits->CalcTableLimits(); // ResetOnConnection() gets directly called by the auto-connector, // so we don't have to care about that. // We only need to care about: // * ResetOnHandreset() // * ResetOnNewRound() // * ResetOnMyTurn() if (p_handreset_detector->IsHandreset()) { ResetOnHandreset(); } if (p_betround_calculator->IsNewBetround()) { ResetOnNewRound(); } if (p_scraper_access->IsMyTurn()) { ResetOnMyTurn(); } // And finally ResetOnHeartbeat() gets always called. ResetOnHeartbeat(); }
void CSymbolEngineTableLimits::ResetOnConnection() { write_log(preferences.debug_table_limits(), "[CSymbolEngineTableLimits] ResetOnConnection()\n"); number_of_saved_tablelimits = 0; for (int i=0; i<k_number_of_hands_to_autolock_blinds_for_cashgames; i++) { tablelimits_first_N_hands_sblind[i] = 0; tablelimits_first_N_hands_bblind[i] = 0; tablelimits_first_N_hands_bbet[i] = 0; } _ante = 0; tablelimit_best_guess.bbet = 0; tablelimit_best_guess.bblind = 0; tablelimit_best_guess.sblind = 0; tablelimit_locked_for_complete_session.bbet = 0; tablelimit_locked_for_complete_session.bblind = 0; tablelimit_locked_for_complete_session.sblind = 0; blinds_locked_for_complete_session = false; // ResetOnHandreset also cares about tablelimit_locked_for_current_hand ResetOnHandreset(); }
void CSymbolEngineRandom::ResetOnConnection() { ResetOnHandreset(); }
void CSymbolEnginePrwin::ResetOnConnection() { ResetOnHandreset(); }
void CSymbolEngineCallers::ResetOnConnection() { _nchairs = p_tablemap->nchairs(); ResetOnHandreset(); }
void CSymbolEngineHandrank::InitOnStartup() { ResetOnHandreset(); }
void CSymbolEnginePrwin::ResetOnConnection() { iter_vars.ResetVars(); ResetOnHandreset(); }
void CSymbolEngineBlinds::ResetOnConnection() { ResetOnHandreset(); }
void CSymbolEngineHistory::ResetOnConnection() { ResetOnHandreset(); }
void CSymbolEngineRaisersCallers::ResetOnConnection() { ResetOnHandreset(); }