- Modified DeckManager class to not use a global instance anymore when used within the game engine
- Modified DuelLayers to not use a global MTGPhaseGame instance anymore - Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite - Added a method in ActionLayer converting a card ability into a menu index - Used this new method in the game observer to log correctly AI ability actions - Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction - Cleaned up TargetList properties access - Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode) - Added a deadlock detection in the test AI vs AI multithreaded mode - Fixed minor bugs in test AI vs AI multithreaded mode - Added a games/second counter in the test AI vs AI rendering
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@@ -23,6 +23,7 @@ class TargetChooser;
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class Rules;
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class TestSuiteGame;
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class Trash;
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class DeckManager;
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using namespace std;
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class GameObserver{
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@@ -37,6 +38,8 @@ class GameObserver{
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RandomGenerator randomGenerator;
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WResourceManager* mResourceManager;
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JGE* mJGE;
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DeckManager* mDeckManager;
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size_t updateCtr;
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#ifdef ACTION_LOGGING_TESTING
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GameObserver* oldGame;
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@@ -139,6 +142,8 @@ class GameObserver{
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CardSelectorBase* getCardSelector() { return mLayers->mCardSelector;};
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bool operator==(const GameObserver& aGame);
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JGE* getInput(){return mJGE;};
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DeckManager* getDeckManager(){ return mDeckManager; };
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void dumpAssert(bool val);
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};
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