12/14/2019

C++高效能伺服器引擎設計 與 Unity 實戰 課程規劃

C++高效能伺服器引擎設計 與 Unity 實戰
課程規劃(週六:每次四小時)

六週課程概要
- C++伺服器引擎製作概要
- winsock API 應用
- 記憶體池管理和資料結構應用
- 多執行緒伺服器設計
- Unity連線實作
- Unity聊天室完成和分散式伺服器概要

//--------------------------------
課程內容

第一週
  ◉ C++伺服器講座概要
  ◉ 如何學習開發遊戲引擎?(心法&獨立思考&實作)
  ◉ 為什麼要使用C++?優點?
  ◉ 為什麼要使用C++?缺點?
  ◉ 使用C++只需要使用部分語法(語法其實很簡單,難的是設計框架framework)
  ◉ 引擎核心必須使用C/C++
  ◉ 業務邏輯使用 C++ vs Script 的比較
  ◉ 主流遊戲引擎對於Script的選擇
  ◉ 引擎檔案模組架構(引擎主體是.EXE,功能元件是.DLL,業務邏輯也是.DLL)
  ◉ 減少繼承,多用組合
  ◉ 遊戲用框架設計的歷史演變
  ◉ 給自己的小型伺服器引擎命名
  ◉ 實作:工具集:Log函式
  ◉ 實作:工具集:記憶體計數器
  ◉ 實作:單向鏈結串列
  ◉ 實作:雙向鏈結串列
  ◉ 實作:樣板鏈結串列
  ◉ 實作:組件式框架設計(參考unity & 使用遞迴呼叫)
  ◉ 實作:C++黑盒子class寫法(真正隱藏實作的C++寫法)
  ◉ C++專案超快速編譯方法

//--------------------------------
第二週
  ◉ winsock - TCP UDP(概要)
  ◉ 第一步:製作最簡單的TCP server
  ◉ IP & Port 相關設定
  ◉ winsock 基礎函式介紹
  ◉ 阻塞式 vs 非阻塞式
  ◉ 輪詢檢查 vs 事件通知
  ◉ 實作:winsock - TCP server class(阻塞式)
  ◉ 實作:winsock - TCP client class(阻塞式)
  ◉ 實作:winsock - TCP server class(非阻塞式)
  ◉ 實作:winsock - TCP server class(接受多人連線)
  ◉ 實作:TCP client class(非阻塞式)

  ◉ 測驗:TCP server class(接受多人連線)專案改為:聊天訊息廣播給所有玩家

//--------------------------------
第三週
  ◉ 什麼是記憶體破碎?
  ◉ 虛擬記憶體切換問題 與 記憶體池
  ◉ 記憶體破碎問題要不要注意?
  ◉ 如何避免記憶體破碎?
  ◉ 伺服器可以永遠不重啟嗎?
  ◉ 為什麼要用記憶體池?
  ◉ 善用CPU cache hit(CPU快取命中率&高效能)

  ◉ 為什麼要用記憶體池版本的List?
  ◉ 實作:記憶體池class
  ◉ 實作:記憶體池版本Linked List

  ◉ winsock - select API(概要)
  ◉ winsock - select API(進階優化)
  ◉ 字串封包格式(封包編號+暱稱+訊息)

  ◉ 實作:winsock - TCP server class(使用select)
  ◉ 實作:winsock - TCP server class(使用select(接受多人連線:使用記憶體池List))
  ◉ 實測:C++ client 與 server 互相通訊測試(使用select/字串測試)(本機server測試)
  ◉ 實作:字串封包格式(封包編號+暱稱+訊息)

  ◉ 測驗:client連線成功後,
          先輸入client暱稱,
          然後client接著開始輸入聊天訊息...
          測驗結果:例如client畫面要顯示:recv_len= 29, [1] ANDY:hello world.
 
  如果封包格式正確傳遞完成,再繼續把封包訊息傳給全部的client,即完成!
 
  從下列二個專案開始改:
          修改client專案:chapter 02 - 5 - TCP client - non-blocking
          修改server專案:chapter 03 - 3 - TCP server - select - multi-client

//--------------------------------//--------------------------------
//--------------------------------//--------------------------------
第四週
  ◉ 行程和執行緒(Process / Thread)
  ◉ 分時多工 vs 即時多工
  ◉ 併發 vs 並行
  ◉ 使用執行緒API
  ◉ 啟用太多執行緒的代價
  ◉ 多執行緒的最佳數量?
  ◉ 多執行緒專用的鎖API
  ◉ 執行緒競爭問題
  ◉ 執行緒死結問題
  ◉ 如何安全的使用執行緒鎖?(避免死結)
  ◉ 業務邏輯最好不要使用鎖
  ◉ 原子性的數值設定系列函式API
  ◉ 執行緒的沉睡和喚醒可能會產生死鎖
  ◉ 需要用Sleep把執行緒控制權還給作業系統嗎?
  ◉ 善用WaitForSingleObject與Sleep,大幅減低效能損耗
  ◉ 正確安全的結束執行緒

  ◉ 實作:執行緒class
  ◉ 實作:鎖class
  ◉ 實作:鎖class(嵌套鎖)
  ◉ 實作:等待事件class(生產者與消費者)
  ◉ 實作:多執行緒經典範例(生產者與消費者:任務串列)
  ◉ 實作:multi-threading TCP server(多執行緒版)

  ◉ 測驗:(生產者與消費者:任務串列)的範例,原本是輪流增減,現在改為同步進行增減!

//--------------------------------
第五週
  ◉ 計時任務class概要
  ◉ 實作:計時任務class
  ◉ 什麼是黏包問題?
  ◉ 用code示範黏包的狀態是什麼
  ◉ 二進位封包檔頭 + 自定義內容(二進位/字串)
  ◉ 實作:封包序列編號判定是否為不正確的封包
  ◉ recv解決粘包方式
  ◉ 實作:修改recv函式接收,定義封包檔頭長度,處理黏包問題(WSAEWOULDBLOCK)(server/client)
  ◉ send也有發送不完全的問題
  ◉ 實作:修改send函式發送,因為會有可能發送不完全的問題 (WSAEWOULDBLOCK)(server/client)
  ◉ 實作:禁用Nagle演算法(TCP_NODELAY)(server/client)
  ◉ 實作:心跳包機制(失去反應時的斷線檢查處理)(server/client)
   
  ◉ 使用 Unity TcpClient class(概要)
  ◉ Unity TcpClient - 分散式讀取封包
  ◉ 實作:封裝 Unity TcpClient class

  ◉ 測驗:做一個新的訊息封包,client傳給server.

//--------------------------------
第六週
  ◉ 多執行緒伺服器交互通訊圖解(基本版)
  ◉ 多執行緒伺服器交互通訊圖解(加強版)
  ◉ 調整winsock的RecvBuffer、SendBuffer

  ◉ 使用DLL的優點?
  ◉ Server Engine DLL 使用範例
  ◉ 實作:DLL規劃設計,把做過的Library製作成DLL,讓主程式來使用.
  ◉ 檢查engine code是否保證執行緒安全
  ◉ 壓力測試 BOT
  ◉ 實作:壓力測試程式

  ◉ unity - 製作聊天介面
  ◉ 實作:登錄介面 UGUI(輸入暱稱)
  ◉ 實作:聊天介面 UGUI(全頻聊天)

  ◉ 進階課題概要:分散式伺服器的優缺點?
  ◉ 分散式伺服器:優缺點?
  ◉ Actor model 分散式伺服器:設計概念(每一個Actor都可以成為一個伺服器)
  ◉ Actor model 分散式伺服器:設計概念(撰寫時只需集成一個伺服器(方便撰寫),發佈時可根據ini設定成為分散式伺服器)
  ◉ Actor Model 圖解
  ◉ 分散式伺服器模組架構參考(Actor Model)

6/21/2019

德州撲克核心演算法



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#ifndef __TEXAS_HOLDEM_POKER
#define __TEXAS_HOLDEM_POKER

// ANDY : 20190726

//==========================================================================================================================================================
enum _POKER_CARD_TYPE_
{
    POKER_CARD__BACKGROUND = 0,
    POKER_CARD__NULL,
    //-------------------
    POKER_CARD__CLUB_2,    // 梅花
    POKER_CARD__CLUB_3,
    POKER_CARD__CLUB_4,
    POKER_CARD__CLUB_5,
    POKER_CARD__CLUB_6,
    POKER_CARD__CLUB_7,
    POKER_CARD__CLUB_8,
    POKER_CARD__CLUB_9,
    POKER_CARD__CLUB_10,
    POKER_CARD__CLUB_J,
    POKER_CARD__CLUB_Q,
    POKER_CARD__CLUB_K,
    POKER_CARD__CLUB_A,    // 14
    //-------------------
    POKER_CARD__DIAMOND_2, // 方塊
    POKER_CARD__DIAMOND_3,
    POKER_CARD__DIAMOND_4,
    POKER_CARD__DIAMOND_5,
    POKER_CARD__DIAMOND_6,
    POKER_CARD__DIAMOND_7,
    POKER_CARD__DIAMOND_8,
    POKER_CARD__DIAMOND_9,
    POKER_CARD__DIAMOND_10,
    POKER_CARD__DIAMOND_J,
    POKER_CARD__DIAMOND_Q,
    POKER_CARD__DIAMOND_K,
    POKER_CARD__DIAMOND_A, // 27
    //-------------------
    POKER_CARD__HEART_2,   // 紅心
    POKER_CARD__HEART_3,
    POKER_CARD__HEART_4,
    POKER_CARD__HEART_5,
    POKER_CARD__HEART_6,
    POKER_CARD__HEART_7,
    POKER_CARD__HEART_8,
    POKER_CARD__HEART_9,
    POKER_CARD__HEART_10,
    POKER_CARD__HEART_J,
    POKER_CARD__HEART_Q,
    POKER_CARD__HEART_K,
    POKER_CARD__HEART_A,  // 40
    //-------------------
    POKER_CARD__SPADE_2,  // 黑桃
    POKER_CARD__SPADE_3,
    POKER_CARD__SPADE_4,
    POKER_CARD__SPADE_5,
    POKER_CARD__SPADE_6,
    POKER_CARD__SPADE_7,
    POKER_CARD__SPADE_8,
    POKER_CARD__SPADE_9,
    POKER_CARD__SPADE_10,
    POKER_CARD__SPADE_J,
    POKER_CARD__SPADE_Q,
    POKER_CARD__SPADE_K,
    POKER_CARD__SPADE_A,  // 53
};

enum _POKER_CARD_WIN_TYPE_
{
    POKER_CARD_WIN__NULL = 0,

    POKER_CARD_WIN__RoyalFlush,    // 同花大順
    POKER_CARD_WIN__StraightFlush, // 同花順
    POKER_CARD_WIN__FourOfAKind,   // 四條/鐵支
    POKER_CARD_WIN__FullHouse,     // 葫蘆
    POKER_CARD_WIN__Flush,         // 同花
    POKER_CARD_WIN__Straight,      // 順子
    POKER_CARD_WIN__ThreeOfAKind,  // 三條
    POKER_CARD_WIN__TwoPairs,      // 二對
    POKER_CARD_WIN__OnePair,       // 一對
    
    POKER_CARD_WIN__Separate,      // 散牌/烏龍

    POKER_CARD_WIN__MAX,
};

//==========================================================================================================================================================
struct PlayerHandCardInfo
{
#define   _HAND_CARD_TABLE_MAX       2
    BYTE  HandCardTable[ _HAND_CARD_TABLE_MAX ];           // _POKER_CARD_TYPE_
    BYTE  HandCardTableUseCount;
    BYTE  HandCardNumberTable[ _HAND_CARD_TABLE_MAX ];
#define  _TEMP_CHECK_CARD_TABLE_MAX  7 // 7=(5+2)
    BYTE TempCheckCardTable[ _TEMP_CHECK_CARD_TABLE_MAX ]; // _POKER_CARD_TYPE_
    BYTE TempCheckCardTableUseCount;
#define   _WIN_CARD_TABLE_MAX        7
    BYTE  WinCardTable[ _WIN_CARD_TABLE_MAX ];             // _POKER_CARD_TYPE_
    BYTE  WinCardTableUseCount;
    BYTE  WinCardTableBackupUseCount;
    BYTE  WinCardNumberTable[ _WIN_CARD_TABLE_MAX ]; // for  POKER_CARD_WIN__StraightFlush  POKER_CARD_WIN__Flush  POKER_CARD_WIN__Straight
    BYTE  WinCardNumberTableUseCount;
    _POKER_CARD_WIN_TYPE_  PokerCardWinType;
};

//==========================================================================================================================================================
class TexasHoldemPoker
{
protected :
    //------------------------------------------------------------
#define   _ALL_CARD_TABLE_MAX       52
    BYTE  AllCardTable[ _ALL_CARD_TABLE_MAX ];
    BYTE  AllCardTableUseCount;
    //------------------------------------------------------------
#define   _SAME_NUMBER_CARD_INDEX_TABLE_Y_MAX    54
#define   _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX    3
#define   _SAME_NUMBER_CARD_DISTANCE             13
    BYTE  SameNumberCardIndexTable[ _SAME_NUMBER_CARD_INDEX_TABLE_Y_MAX ][ _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX ];
    //------------------------------------------------------------
    #define ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX  15
    #define ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX  4
    //------------------------------------------------------------
#define   _OPEN_CARD_TABLE_MAX      5
    BYTE  OpenCardTable[ _OPEN_CARD_TABLE_MAX ]; // _POKER_CARD_TYPE_
    BYTE  OpenCardTableUseCount;
    //------------------------------------------------------------
#define   _BET_PLAYER_TABLE_MAX     9
    PlayerHandCardInfo  BetPlayerTable[ _BET_PLAYER_TABLE_MAX ];
    BYTE                BetPlayerTableUseCount;
    //------------------------------------------------------------
#define  _TEMP_CHECK_HAND_CARD_MAX  5
    BYTE TempFlushTable[ _TEMP_CHECK_CARD_TABLE_MAX ];
    BYTE TempFlushTableUseCount;
    _POKER_CARD_TYPE_ TempFlushGetType;
    //------------------------------------------------------------
    char* PokerCardWinStringTable[ POKER_CARD_WIN__MAX ];
    PlayerHandCardInfo  *pWinPlayerLink;
    //------------------------------------------------------------
#if 1
    #define AddCardIndexToWinCardTable( player, card_index ) \
    { \
        if( player->WinCardTableUseCount < _WIN_CARD_TABLE_MAX ) \
            player->WinCardTable[ player->WinCardTableUseCount++ ] = (BYTE)card_index; \
    }
    #define ClearWinCardTableUseCount( player ) \
    { \
        player->WinCardTableUseCount = 0; \
    }
#else
    #define AddCardIndexToWinCardTable( player, card_index )
    #define ClearWinCardTableUseCount( player )
#endif
    //------------------------------------------------------------------------------------------------------------------------------------------------------
private :
    _POKER_CARD_WIN_TYPE_ CheckCard_RoyalFlush( PlayerHandCardInfo *player ) // 同花大順
    {
        DWORD count = 0;
        DWORD flush_type = CheckCard_Flush( player );
        if( flush_type == FALSE )
            return POKER_CARD_WIN__Separate;

        if( flush_type == POKER_CARD__CLUB_A )
        {
            for( DWORD i = 0; i < TempFlushTableUseCount; ++i )
            {
                if( TempFlushTable[ i ] >= POKER_CARD__CLUB_10 &&
                    TempFlushTable[ i ] <= POKER_CARD__CLUB_A  )
                {
                    ++count;
                    AddCardIndexToWinCardTable( player, TempFlushTable[ i ] );
                }
                else
                    break;
            }
            if( count == 5 )
                goto GOTO_RoyalFlush;
        }
        else if( flush_type == POKER_CARD__DIAMOND_A )
        {
            for( DWORD i = 0; i < TempFlushTableUseCount; ++i )
            {
                if( TempFlushTable[ i ] >= POKER_CARD__DIAMOND_10 &&
                    TempFlushTable[ i ] <= POKER_CARD__DIAMOND_A  )
                {
                    ++count;
                    AddCardIndexToWinCardTable( player, TempFlushTable[ i ] );
                }
                else
                    break;
            }
            if( count == 5 )
                goto GOTO_RoyalFlush;
        }
        else if( flush_type == POKER_CARD__HEART_A )
        {
            for( DWORD i = 0; i < TempFlushTableUseCount; ++i )
            {
                if( TempFlushTable[ i ] >= POKER_CARD__HEART_10 &&
                    TempFlushTable[ i ] <= POKER_CARD__HEART_A  )
                {
                    ++count;
                    AddCardIndexToWinCardTable( player, TempFlushTable[ i ] );
                }
                else
                    break;
            }
            if( count == 5 )
                goto GOTO_RoyalFlush;
        }
        else if( flush_type == POKER_CARD__SPADE_A )
        {
            for( DWORD i = 0; i < TempFlushTableUseCount; ++i )
            {
                if( TempFlushTable[ i ] >= POKER_CARD__SPADE_10 &&
                    TempFlushTable[ i ] <= POKER_CARD__SPADE_A  )
                {
                    ++count;
                    AddCardIndexToWinCardTable( player, TempFlushTable[ i ] );
                }
                else
                    break;
            }
            if( count == 5 )
                goto GOTO_RoyalFlush;
        }
        
        ClearWinCardTableUseCount( player );
        return POKER_CARD_WIN__Separate;

GOTO_RoyalFlush:
        SetWinCardNumberTable( player );
        return POKER_CARD_WIN__RoyalFlush;
    }

    void SetHandCardNumberTable( PlayerHandCardInfo *player )
    {
        long poker_card = 0;
        for( DWORD i = 0; i < player->HandCardTableUseCount; ++i )
        {
            poker_card = player->HandCardTable[ i ] - 2;
            player->HandCardNumberTable[ i ] = (poker_card % _SAME_NUMBER_CARD_DISTANCE) + 2;
        }

        ::qsort( player->HandCardNumberTable, player->HandCardTableUseCount, sizeof( BYTE ), sSort_BigToSamll );
    }

    void SetWinCardNumberTable( PlayerHandCardInfo *player )
    {
        long poker_card = 0;
        for( DWORD i = 0; i < player->WinCardTableUseCount; ++i )
        {
            poker_card = player->WinCardTable[ i ] - 2;
            player->WinCardNumberTable[ i ] = (poker_card % _SAME_NUMBER_CARD_DISTANCE) + 2;
        }
        player->WinCardNumberTableUseCount = player->WinCardTableUseCount;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    _POKER_CARD_WIN_TYPE_ CheckCard_StraightFlush( PlayerHandCardInfo *player ) // 同花順
    {
        DWORD flush_type = CheckCard_Flush( player );
        if( flush_type == FALSE )
            return POKER_CARD_WIN__Separate;

        ClearWinCardTableUseCount( player );
        AddCardIndexToWinCardTable( player, TempFlushTable[ 0 ] );

        DWORD count = 1, max = TempFlushTableUseCount - 1;
        for( DWORD i = 0; i < max; ++i )
        {
            if( (TempFlushTable[ i ] - 1) == TempFlushTable[ i + 1 ] )
            {
                ++count;
                AddCardIndexToWinCardTable( player, TempFlushTable[ i ] - 1 );
                if( count == _TEMP_CHECK_HAND_CARD_MAX )
                {
                    SetWinCardNumberTable( player );
                    return POKER_CARD_WIN__StraightFlush;
                }
            }
            else
                count = 1;
        }

        ClearWinCardTableUseCount( player );
        return POKER_CARD_WIN__Separate;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    _POKER_CARD_WIN_TYPE_ CheckCard_Straight( PlayerHandCardInfo *player ) // 順子
    {
        //------------------
        // sort order

        BYTE  order_number_card_index_table[ ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX ][ ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX ] = {0};
        long y_index = 0, y2_index = 0;
        BYTE  x = 0, poker_card = 0;
        for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            poker_card = player->TempCheckCardTable[ i ] - 2;
            y_index = poker_card % _SAME_NUMBER_CARD_DISTANCE;
            y_index += 2;
            for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x )
            {
                if( order_number_card_index_table[ y_index ][ x ] == 0 )
                {
                    order_number_card_index_table[ y_index ][ x ] = player->TempCheckCardTable[ i ];
                    break;
                }
            }
        }
        for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x )
        {
            order_number_card_index_table[ 1 ][ x ] = order_number_card_index_table[ 14 ][ x ]; // set card A.
        }

        //------------------
        // check order - big to small

        long start_straight_number = 0, check_straight_number = 0, next_straight_number = 0;
        BYTE count = 0;
        for( y_index = ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX - 1; y_index >= 0; --y_index )
        {
            if( order_number_card_index_table[ y_index ][ 0 ] > 0 )
                start_straight_number = y_index;
            else
                continue;
            check_straight_number = start_straight_number - 1;

            ClearWinCardTableUseCount( player );
            AddCardIndexToWinCardTable( player, GetBestBigXValue( order_number_card_index_table[ start_straight_number ] ) );

            count = 1;
            for( y2_index = y_index - 1; y2_index >= 0; --y2_index )
            {
                if( order_number_card_index_table[ y2_index ][ 0 ] > 0 )
                    next_straight_number = y2_index;
                else
                    continue;
                if( check_straight_number == next_straight_number )
                {
                    ++count;

                    AddCardIndexToWinCardTable( player, GetBestBigXValue( order_number_card_index_table[ check_straight_number ] ) );

                    if( count == _TEMP_CHECK_HAND_CARD_MAX )
                    {
                        SetWinCardNumberTable( player );
                        return POKER_CARD_WIN__Straight;
                    }
                    --check_straight_number;
                }
            }
        }

        ClearWinCardTableUseCount( player );
        return POKER_CARD_WIN__Separate;
    }

    BYTE GetBestBigXValue( BYTE x_table[ ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX ] )
    {
        BYTE best_big_value = x_table[ 0 ];
        for( BYTE x = 1; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x )
        {
            if( x_table[ x ] == 0 )
                break;
            if( best_big_value < x_table[ x ] )
                best_big_value = x_table[ x ];
        }
        return best_big_value;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    DWORD CheckCard_Flush( PlayerHandCardInfo *player ) // 同花
    {
        if( TempFlushGetType != POKER_CARD__BACKGROUND )
            return TempFlushGetType;

        DWORD i = 0;

        //---------------
        TempFlushTableUseCount = 0;
        for( i = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            if( player->TempCheckCardTable[ i ] >= POKER_CARD__CLUB_2 &&
                player->TempCheckCardTable[ i ] <= POKER_CARD__CLUB_A )
            {
                TempFlushTable[ TempFlushTableUseCount++ ] = player->TempCheckCardTable[ i ];
            }
        }
        if( TempFlushTableUseCount >= _TEMP_CHECK_HAND_CARD_MAX )
            return TempFlushGetType = POKER_CARD__CLUB_A;

        //---------------
        TempFlushTableUseCount = 0;
        for( i = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            if( player->TempCheckCardTable[ i ] >= POKER_CARD__DIAMOND_2 &&
                player->TempCheckCardTable[ i ] <= POKER_CARD__DIAMOND_A )
            {
                TempFlushTable[ TempFlushTableUseCount++ ] = player->TempCheckCardTable[ i ];
            }
        }
        if( TempFlushTableUseCount >= _TEMP_CHECK_HAND_CARD_MAX )
            return TempFlushGetType = POKER_CARD__DIAMOND_A;

        //---------------
        TempFlushTableUseCount = 0;
        for( i = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            if( player->TempCheckCardTable[ i ] >= POKER_CARD__HEART_2 &&
                player->TempCheckCardTable[ i ] <= POKER_CARD__HEART_A )
            {
                TempFlushTable[ TempFlushTableUseCount++ ] = player->TempCheckCardTable[ i ];
            }
        }
        if( TempFlushTableUseCount >= _TEMP_CHECK_HAND_CARD_MAX )
            return TempFlushGetType = POKER_CARD__HEART_A;

        //---------------
        TempFlushTableUseCount = 0;
        for( i = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            if( player->TempCheckCardTable[ i ] >= POKER_CARD__SPADE_2 &&
                player->TempCheckCardTable[ i ] <= POKER_CARD__SPADE_A )
            {
                TempFlushTable[ TempFlushTableUseCount++ ] = player->TempCheckCardTable[ i ];
            }
        }
        if( TempFlushTableUseCount >= _TEMP_CHECK_HAND_CARD_MAX )
            return TempFlushGetType = POKER_CARD__SPADE_A;

        return FALSE;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    _POKER_CARD_WIN_TYPE_ CheckCard_FourOfAKind( PlayerHandCardInfo *player ) // 四條/鐵支
    {
        BYTE poker_card = 0;
        for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            poker_card = player->TempCheckCardTable[ i ];
            if( SearchSameCardIndexTable( i, poker_card, player ) == 4 )
            {
                SetWinCardNumberTable( player );
                return POKER_CARD_WIN__FourOfAKind;
            }
        }
        return POKER_CARD_WIN__Separate;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    _POKER_CARD_WIN_TYPE_ CheckCard_FullHouse( PlayerHandCardInfo *player ) // 葫蘆
    {
        DWORD group_a_count = 0;
        DWORD group_b_count = 0;
        
        DWORD table_index = 0;
        BYTE  poker_card = 0;
        
        DWORD prev_table_index = 0;
        BYTE  prev_poker_card = 0;

        for( ; table_index < player->TempCheckCardTableUseCount; ++table_index )
        {
            poker_card = player->TempCheckCardTable[ table_index ];
            if( (group_a_count = SearchSameCardIndexTable_GroupA( table_index, poker_card, player )) == 3 )
            {
                prev_table_index = table_index;
                prev_poker_card  = poker_card;
                ++table_index;
                break;
            }
        }
        
        if( group_a_count != 3 )
            return POKER_CARD_WIN__Separate;

        BYTE backup_win_card_table_use_count = player->WinCardTableUseCount;

        for( table_index = 0; table_index < player->TempCheckCardTableUseCount; ++table_index )
        {
            poker_card = player->TempCheckCardTable[ table_index ];

            if( poker_card == player->WinCardTable[0] ||
                poker_card == player->WinCardTable[1] ||
                poker_card == player->WinCardTable[2] )
                continue;
            player->WinCardTableUseCount = backup_win_card_table_use_count;

            if( (group_b_count = SearchSameCardIndexTable_GroupB( prev_table_index, prev_poker_card, table_index, poker_card, player )) == 2 )
                break;
        }

        if( group_a_count == 3 && group_b_count == 2 )
        {
            SetWinCardNumberTable( player );
            return POKER_CARD_WIN__FullHouse;
        }

        return POKER_CARD_WIN__Separate;
    }

    DWORD SearchSameCardIndexTable_GroupA( DWORD now_table_index, BYTE now_poker_card, PlayerHandCardInfo *player )
    {
        DWORD same_card_count = 1, i = 0;
        BYTE  check_same_card = 0;
        ClearWinCardTableUseCount( player );
        AddCardIndexToWinCardTable( player, now_poker_card );
        for( DWORD x = 0; x < _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x )
        {
            check_same_card = SameNumberCardIndexTable[ now_poker_card ][ x ];

            for( i = 0; i < player->TempCheckCardTableUseCount; ++i )
            {
                if( i == now_table_index )
                    continue;
                if( check_same_card == player->TempCheckCardTable[ i ] )
                {
                    ++same_card_count;
                    AddCardIndexToWinCardTable( player, check_same_card );
                    break;
                }
            }
        }
        return same_card_count;
    }

    DWORD SearchSameCardIndexTable_GroupB( DWORD prev_table_index, BYTE prev_poker_card, DWORD now_table_index, DWORD now_poker_card, PlayerHandCardInfo *player )
    {
        DWORD same_card_count = 1, i = 0;
        BYTE  check_same_card = 0;
        AddCardIndexToWinCardTable( player, now_poker_card );
        for( DWORD x = 0; x < _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x )
        {
            check_same_card = SameNumberCardIndexTable[ now_poker_card ][ x ];

            for( i = 0; i < player->TempCheckCardTableUseCount; ++i )
            {
                if( i == prev_table_index || i == now_table_index )
                    continue;
                if( check_same_card == player->TempCheckCardTable[ i ] )
                {
                    ++same_card_count;
                    AddCardIndexToWinCardTable( player, check_same_card );
                    break;
                }
            }
        }
        return same_card_count;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    _POKER_CARD_WIN_TYPE_ CheckCard_TwoPairs( PlayerHandCardInfo *player ) // 二對
    {
        DWORD group_a_count = 0;
        DWORD group_b_count = 0;
        
        DWORD table_index = 0;
        BYTE  poker_card = 0;
        
        DWORD prev_table_index = 0;
        BYTE  prev_poker_card = 0;

        for( ; table_index < player->TempCheckCardTableUseCount; ++table_index )
        {
            poker_card = player->TempCheckCardTable[ table_index ];
            if( (group_a_count = SearchSameCardIndexTable_GroupA( table_index, poker_card, player )) == 2 )
            {
                prev_table_index = table_index;
                prev_poker_card  = poker_card;
                ++table_index;
                break;
            }
        }
        
        if( group_a_count != 2 )
            return POKER_CARD_WIN__Separate;

        BYTE backup_win_card_table_use_count = player->WinCardTableUseCount;

        for( table_index = 0; table_index < player->TempCheckCardTableUseCount; ++table_index )
        {
            poker_card = player->TempCheckCardTable[ table_index ];

            if( poker_card == player->WinCardTable[0] ||
                poker_card == player->WinCardTable[1] )
                continue;
            player->WinCardTableUseCount = backup_win_card_table_use_count;

            if( (group_b_count = SearchSameCardIndexTable_GroupB( prev_table_index, prev_poker_card, table_index, poker_card, player )) == 2 )
                break;
        }

        if( group_a_count == 2 && group_b_count == 2 )
        {
            SetWinCardNumberTable( player );
            return POKER_CARD_WIN__TwoPairs;
        }

        return POKER_CARD_WIN__Separate;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    _POKER_CARD_WIN_TYPE_ CheckCard_ThreeOfAKind( PlayerHandCardInfo *player ) // 三條
    {
        BYTE poker_card = 0;
        for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            poker_card = player->TempCheckCardTable[ i ];
            if( SearchSameCardIndexTable( i, poker_card, player ) == 3 )
            {
                SetWinCardNumberTable( player );
                return POKER_CARD_WIN__ThreeOfAKind;
            }
        }
        return POKER_CARD_WIN__Separate;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    _POKER_CARD_WIN_TYPE_ CheckCard_OnePair( PlayerHandCardInfo *player ) // 一對
    {
        BYTE poker_card = 0;
        for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            poker_card = player->TempCheckCardTable[ i ];
            if( SearchSameCardIndexTable( i, poker_card, player ) == 2 )
            {
                SetWinCardNumberTable( player );
                return POKER_CARD_WIN__OnePair;
            }
        }
        return POKER_CARD_WIN__Separate;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    static int sSort_BigToSamll( const void *value1, const void *value2 )
    {
        // big to small
        return ( *((char*)value2) - *((char*)value1) );
    }

    void CreateCardTable()
    {
        CreateSameNumberCardIndexTable();

        PokerCardWinStringTable[ POKER_CARD_WIN__NULL ]          = "無";
        PokerCardWinStringTable[ POKER_CARD_WIN__RoyalFlush ]    = "同花大順";
        PokerCardWinStringTable[ POKER_CARD_WIN__StraightFlush ] = "同花順";
        PokerCardWinStringTable[ POKER_CARD_WIN__FourOfAKind ]   = "四條";
        PokerCardWinStringTable[ POKER_CARD_WIN__FullHouse ]     = "葫蘆";
        PokerCardWinStringTable[ POKER_CARD_WIN__Flush ]         = "同花";
        PokerCardWinStringTable[ POKER_CARD_WIN__Straight ]      = "順子";
        PokerCardWinStringTable[ POKER_CARD_WIN__ThreeOfAKind ]  = "三條";
        PokerCardWinStringTable[ POKER_CARD_WIN__TwoPairs ]      = "二對";
        PokerCardWinStringTable[ POKER_CARD_WIN__OnePair ]       = "一對";
        PokerCardWinStringTable[ POKER_CARD_WIN__Separate ]      = "烏龍";
    }

    void CreateSameNumberCardIndexTable()
    {
        for( DWORD y = 2, y_index_number_card = 0, x = 0, c = 0; y < _SAME_NUMBER_CARD_INDEX_TABLE_Y_MAX; ++y )
        {
            y_index_number_card = y - 2;
            y_index_number_card = y_index_number_card % _SAME_NUMBER_CARD_DISTANCE;
            y_index_number_card += 2;

            for( c = 0; c < 4; ++c )
            {
                if( y != y_index_number_card )
                    SameNumberCardIndexTable[ y ][ x++ ] = (BYTE)y_index_number_card;
                y_index_number_card += _SAME_NUMBER_CARD_DISTANCE; // jump next
            }
            x = 0;
        }
    }

    DWORD SearchSameCardIndexTable( DWORD now_table_index, BYTE now_poker_card, PlayerHandCardInfo *player )
    {
        DWORD same_card_count = 1, i = 0;
        BYTE  check_same_card = 0;
        ClearWinCardTableUseCount( player );
        AddCardIndexToWinCardTable( player, now_poker_card );
        for( DWORD x = 0; x < _SAME_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x )
        {
            check_same_card = SameNumberCardIndexTable[ now_poker_card ][ x ];

            for( i = 0; i < player->TempCheckCardTableUseCount; ++i )
            {
                if( i == now_table_index )
                    continue;
                if( check_same_card == player->TempCheckCardTable[ i ] )
                {
                    ++same_card_count;
                    AddCardIndexToWinCardTable( player, check_same_card );
                    break;
                }
            }
        }
        return same_card_count;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    void CreateTEST_BasePokerCard() // TEST code
    {
        for( BYTE i = 0; i < _ALL_CARD_TABLE_MAX; ++i )
            AllCardTable[ i ] = i + 2;
        AllCardTableUseCount = _ALL_CARD_TABLE_MAX;

        OpenCardTable[0] = POKER_CARD__HEART_2;
        OpenCardTable[1] = POKER_CARD__DIAMOND_3;
        OpenCardTable[2] = POKER_CARD__DIAMOND_5;
        OpenCardTable[3] = POKER_CARD__CLUB_6;
        OpenCardTable[4] = POKER_CARD__SPADE_K;

        OpenCardTableUseCount = 5;
        Sort_OpenCardTable();

        //--------------------------------

        PlayerHandCardInfo *player_a = &BetPlayerTable[0];
        ::ZeroMemory( player_a, sizeof( PlayerHandCardInfo ) );
        player_a->HandCardTable[0] = POKER_CARD__HEART_6;
        player_a->HandCardTable[1] = POKER_CARD__DIAMOND_10;
        PlayerHandCardInfo *player_b = &BetPlayerTable[1];
        ::ZeroMemory( player_b, sizeof( PlayerHandCardInfo ) );
        player_b->HandCardTable[0] = POKER_CARD__SPADE_6;
        player_b->HandCardTable[1] = POKER_CARD__DIAMOND_8;

        BetPlayerTableUseCount = 2;
    }

    void CreateTEST_BasePokerCard_Random() // TEST code random
    {
        for( BYTE i = 0; i < _ALL_CARD_TABLE_MAX; ++i )
            AllCardTable[ i ] = i + 2;
        AllCardTableUseCount = _ALL_CARD_TABLE_MAX;

        BYTE table_index = 0, card_index = 0;
        BOOL hand_make_flag = FALSE, hand_make_all_flag = FALSE;

        if( (Tool::sRandom() % 10) == 0 )
        {
            hand_make_flag = TRUE;
            hand_make_all_flag = Tool::sRandom() % 2;
            BYTE multiple = Tool::sRandom() % 4;
            
            if( hand_make_all_flag )
            {
                OpenCardTable[0] = POKER_CARD__CLUB_10 + (_SAME_NUMBER_CARD_DISTANCE * multiple);
                OpenCardTable[1] = POKER_CARD__CLUB_J  + (_SAME_NUMBER_CARD_DISTANCE * multiple);
                OpenCardTable[2] = POKER_CARD__CLUB_Q  + (_SAME_NUMBER_CARD_DISTANCE * multiple);
                OpenCardTable[3] = POKER_CARD__CLUB_K  + (_SAME_NUMBER_CARD_DISTANCE * multiple);
                OpenCardTable[4] = POKER_CARD__CLUB_A  + (_SAME_NUMBER_CARD_DISTANCE * multiple);

                for( long i = 0; i < _OPEN_CARD_TABLE_MAX; ++i )
                    AllCardTable[ OpenCardTable[ i ] - 2 ] = POKER_CARD__BACKGROUND;
            }
            else
            {
                OpenCardTable[0] = POKER_CARD__CLUB_10 + (_SAME_NUMBER_CARD_DISTANCE * multiple);
                OpenCardTable[1] = POKER_CARD__CLUB_J  + (_SAME_NUMBER_CARD_DISTANCE * multiple);
                OpenCardTable[2] = POKER_CARD__CLUB_Q  + (_SAME_NUMBER_CARD_DISTANCE * multiple);
            //  OpenCardTable[3] = POKER_CARD__CLUB_K  + (_SAME_NUMBER_CARD_DISTANCE * multiple);

            //  for( long i = 0; i < 4; ++i )
                for( long i = 0; i < 3; ++i )
                    AllCardTable[ OpenCardTable[ i ] - 2 ] = POKER_CARD__BACKGROUND;

            //  for( long i = 4; i < _OPEN_CARD_TABLE_MAX; ++i )
                for( long i = 3; i < _OPEN_CARD_TABLE_MAX; ++i )
                {
                    table_index = Tool::sRandom() % _ALL_CARD_TABLE_MAX;
                    card_index = AllCardTable[ table_index ];
                    if( card_index == POKER_CARD__BACKGROUND )
                    {
                        --i;
                        continue;
                    }
                    AllCardTable[ table_index ] = POKER_CARD__BACKGROUND;
                    OpenCardTable[ i ] = card_index;
                }
            }
        }
        else
        {
            for( long i = 0; i < _OPEN_CARD_TABLE_MAX; ++i )
            {
                table_index = Tool::sRandom() % _ALL_CARD_TABLE_MAX;
                card_index = AllCardTable[ table_index ];
                if( card_index == POKER_CARD__BACKGROUND )
                {
                    --i;
                    continue;
                }
                AllCardTable[ table_index ] = POKER_CARD__BACKGROUND;
                OpenCardTable[ i ] = card_index;
            }
        }
        
        OpenCardTableUseCount = 5;
        Sort_OpenCardTable();

    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    struct _PokerCardInfo
    {
        BYTE PokerCard;
        BYTE PokerCardNumber;
    };
    void Sort_OpenCardTable()
    {
        _PokerCardInfo poker_card_table[ _OPEN_CARD_TABLE_MAX ] = 
        { 
            { OpenCardTable[0], ((OpenCardTable[0] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 },
            { OpenCardTable[1], ((OpenCardTable[1] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 },
            { OpenCardTable[2], ((OpenCardTable[2] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 },
            { OpenCardTable[3], ((OpenCardTable[3] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 },
            { OpenCardTable[4], ((OpenCardTable[4] - 2) % _SAME_NUMBER_CARD_DISTANCE) + 2 },
        };

        ::qsort( poker_card_table, _OPEN_CARD_TABLE_MAX, sizeof( _PokerCardInfo ), sSort_BigToSamll_poker_card_table );

        for( DWORD i = 0; i < OpenCardTableUseCount; ++i )
            OpenCardTable[ i ] = poker_card_table[ i ].PokerCard;
    }
    static int sSort_BigToSamll_poker_card_table( const void *value1, const void *value2 )
    {
        _PokerCardInfo *card_1 = (_PokerCardInfo*)value1;
        _PokerCardInfo *card_2 = (_PokerCardInfo*)value2;

        return ( card_2->PokerCardNumber - card_1->PokerCardNumber );
    }

    //------------------------------------------------------------------------------------------------------------------------------------------------------

    void Sort_PlayerHandCardTable( PlayerHandCardInfo *player )
    {
        BYTE poker_card_a = 0, poker_card_b = 0;

        poker_card_a = player->HandCardTable[0] - 2;
        poker_card_a = poker_card_a % _SAME_NUMBER_CARD_DISTANCE;
        poker_card_a += 2;

        poker_card_b = player->HandCardTable[1] - 2;
        poker_card_b = poker_card_b % _SAME_NUMBER_CARD_DISTANCE;
        poker_card_b += 2;

        if( poker_card_a > poker_card_b )
        {
            BYTE temp = player->HandCardTable[0];
            player->HandCardTable[0] = player->HandCardTable[1];
            player->HandCardTable[1] = temp;
        }
    }

    enum _PLAYER_WIN_CARD_SORT_TYPE_
    {
        PLAYER_WIN_CARD_SORT__SMALL_TO_BIG,
        PLAYER_WIN_CARD_SORT__BIG_TO_SMALL,
    };
    void Sort_PlayerWinCardTable( PlayerHandCardInfo *player, _PLAYER_WIN_CARD_SORT_TYPE_ sort_type )
    {
        // WinCardTable 依照牌面數字順序排序...

        BYTE  order_number_card_index_table[ ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX ][ ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX ] = {0};
        BYTE  y_index = 0, x = 0, poker_card = 0;
        for( DWORD i = 0; i < player->WinCardTableUseCount; ++i )
        {
            poker_card = player->WinCardTable[ i ] - 2;
            y_index = poker_card % _SAME_NUMBER_CARD_DISTANCE;
            y_index += 2;
            x = poker_card / _SAME_NUMBER_CARD_DISTANCE;
            if( order_number_card_index_table[ y_index ][ x ] == 0 )
                order_number_card_index_table[ y_index ][ x ] = player->WinCardTable[ i ];
            else
                D_WARNING();
        }

        player->WinCardTableUseCount = 0;

        if( sort_type == PLAYER_WIN_CARD_SORT__SMALL_TO_BIG ) // 從最小排到最大
        {
            for( long y = POKER_CARD__CLUB_2; y < ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX; ++y )
            {
                for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x )
                {
                    if( order_number_card_index_table[ y ][ x ] == 0 )
                        continue;
                    else
                    {
                        if( player->WinCardTableUseCount < _WIN_CARD_TABLE_MAX )
                            player->WinCardTable[ player->WinCardTableUseCount++ ] = order_number_card_index_table[ y ][ x ];
                    }
                }
            }
        }
        else if( sort_type == PLAYER_WIN_CARD_SORT__BIG_TO_SMALL ) // 從最大排到最小
        {
            for( long y = ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX - 1; y >= POKER_CARD__CLUB_2; --y )
            {
                for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x )
                {
                    if( order_number_card_index_table[ y ][ x ] == 0 )
                        continue;
                    else
                    {
                        if( player->WinCardTableUseCount < _WIN_CARD_TABLE_MAX )
                            player->WinCardTable[ player->WinCardTableUseCount++ ] = order_number_card_index_table[ y ][ x ];
                    }
                }
            }
        }
    }

    //------------------------------------------------------------------------------------------------------------------------------------------------------

    void CreatePlayerHandCard( PlayerHandCardInfo *player )
    {
        BYTE table_index = 0, card_index = 0;

        ::ZeroMemory( player, sizeof( PlayerHandCardInfo ) );

        for( long i = 0; i < _HAND_CARD_TABLE_MAX; ++i )
        {
            table_index = Tool::sRandom() % _ALL_CARD_TABLE_MAX;
            card_index = AllCardTable[ table_index ];
            if( card_index == POKER_CARD__BACKGROUND )
            {
                --i;
                continue;
            }
            AllCardTable[ table_index ] = POKER_CARD__BACKGROUND;
            player->HandCardTable[ player->HandCardTableUseCount++ ] = card_index;
        }

        for( long c = 0; c < BetPlayerTableUseCount; ++c )
            Sort_PlayerHandCardTable( &BetPlayerTable[ c ] );
    }

    PlayerHandCardInfo* CreateTEST_Player() // TEST code
    {
        PlayerHandCardInfo *player = &BetPlayerTable[ BetPlayerTableUseCount++ ];
        CreatePlayerHandCard( player );

        for( DWORD i = 0; i < OpenCardTableUseCount; ++i )
            player->TempCheckCardTable[ i ] = OpenCardTable[ i ];

        player->TempCheckCardTable[ OpenCardTableUseCount + 0 ] = player->HandCardTable[0];
        player->TempCheckCardTable[ OpenCardTableUseCount + 1 ] = player->HandCardTable[1];
        player->TempCheckCardTableUseCount = OpenCardTableUseCount + 2;
        player->HandCardTableUseCount = 2;

        //--------------------------------------------

        // TempCheckCardTable 依照牌面數字順序從最大排到最小

        BYTE  order_number_card_index_table[ ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX ][ ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX ] = {0};
        BYTE  y_index = 0, x = 0, poker_card = 0;
        for( DWORD i = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            poker_card = player->TempCheckCardTable[ i ] - 2;
            y_index = poker_card % _SAME_NUMBER_CARD_DISTANCE;
            y_index += 2;
            x = poker_card / _SAME_NUMBER_CARD_DISTANCE;
            if( order_number_card_index_table[ y_index ][ x ] == 0 )
                order_number_card_index_table[ y_index ][ x ] = player->TempCheckCardTable[ i ];
            else
                D_WARNING();
        }

        player->TempCheckCardTableUseCount = 0;

        for( long y = ORDER_NUMBER_CARD_INDEX_TABLE_Y_MAX - 1; y >= POKER_CARD__CLUB_2; --y )
        {
            for( x = 0; x < ORDER_NUMBER_CARD_INDEX_TABLE_X_MAX; ++x )
            {
                if( order_number_card_index_table[ y ][ x ] == 0 )
                    continue;
                else
                {
                    if( player->TempCheckCardTableUseCount < _TEMP_CHECK_CARD_TABLE_MAX )
                        player->TempCheckCardTable[ player->TempCheckCardTableUseCount++ ] = order_number_card_index_table[ y ][ x ];
                }
            }
        }

        //--------------------------------------------

        SetHandCardNumberTable( player );

        return player;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    void CheckPokerCardWin( PlayerHandCardInfo *player )
    {
        ::ZeroMemory( TempFlushTable, sizeof( TempFlushTable ) );
        TempFlushTableUseCount = 0;
        TempFlushGetType = POKER_CARD__BACKGROUND;

        if( (player->PokerCardWinType = CheckCard_RoyalFlush( player )) != POKER_CARD_WIN__Separate )
            return;

        if( (player->PokerCardWinType = CheckCard_StraightFlush( player )) != POKER_CARD_WIN__Separate )
            return;

        if( (player->PokerCardWinType = CheckCard_FourOfAKind( player )) != POKER_CARD_WIN__Separate )
            return;

        if( (player->PokerCardWinType = CheckCard_FullHouse( player )) != POKER_CARD_WIN__Separate )
            return;

        DWORD flush_type = CheckCard_Flush( player );
        if( flush_type > FALSE )
        {
            ::qsort( TempFlushTable, _TEMP_CHECK_CARD_TABLE_MAX, sizeof( BYTE ), sSort_BigToSamll );
            Tool::sMemcpy( player->WinCardTable, _WIN_CARD_TABLE_MAX, TempFlushTable, _TEMP_CHECK_HAND_CARD_MAX );
            player->WinCardTableUseCount = _TEMP_CHECK_HAND_CARD_MAX;
            player->PokerCardWinType = POKER_CARD_WIN__Flush;
            SetWinCardNumberTable( player );
            return;
        }

        if( (player->PokerCardWinType = CheckCard_Straight( player )) != POKER_CARD_WIN__Separate )
            return;

        if( (player->PokerCardWinType = CheckCard_ThreeOfAKind( player )) != POKER_CARD_WIN__Separate )
            return;

        if( (player->PokerCardWinType = CheckCard_TwoPairs( player )) != POKER_CARD_WIN__Separate )
            return;

        if( (player->PokerCardWinType = CheckCard_OnePair( player )) != POKER_CARD_WIN__Separate )
            return;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    void SortPlayerWinPokerCard()
    {
        PlayerHandCardInfo *player = NULL;
        for( DWORD i = 0; i < BetPlayerTableUseCount; ++i )
        {
            player = &BetPlayerTable[ i ];

            Sort_PlayerWinCardTable( player, PLAYER_WIN_CARD_SORT__SMALL_TO_BIG );

            player->WinCardTableBackupUseCount = player->WinCardTableUseCount;

            OtherCardFillToWinCardTable( player );

            if( player->PokerCardWinType == POKER_CARD_WIN__Separate )
                Sort_PlayerWinCardTable( player, PLAYER_WIN_CARD_SORT__BIG_TO_SMALL );
        }
    }

    void OtherCardFillToWinCardTable( PlayerHandCardInfo *player )
    {
        BOOL get_flag = FALSE;
        BYTE poker_card = 0;
        for( long i = 0, w = 0; i < player->TempCheckCardTableUseCount; ++i )
        {
            poker_card = player->TempCheckCardTable[ i ];
            get_flag = FALSE;
            for( w = 0; w < player->WinCardTableUseCount; ++w )
            {
                if( poker_card == player->WinCardTable[ w ] )
                {
                    get_flag = TRUE;
                    break;
                }
            }
            if( get_flag == FALSE )
            {
                player->WinCardTable[ player->WinCardTableUseCount++ ] = poker_card;
            }
        }
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    PlayerHandCardInfo* PokerCardCheckWinner( PlayerHandCardInfo *player_a, PlayerHandCardInfo *player_b ) // no use
    {
        Sort_PlayerWinCardTable( player_a, PLAYER_WIN_CARD_SORT__SMALL_TO_BIG );
        Sort_PlayerWinCardTable( player_b, PLAYER_WIN_CARD_SORT__SMALL_TO_BIG );

        player_a->WinCardTableBackupUseCount = player_a->WinCardTableUseCount;
        player_b->WinCardTableBackupUseCount = player_b->WinCardTableUseCount;

        OtherCardFillToWinCardTable( player_a );
        OtherCardFillToWinCardTable( player_b );

        if( player_a->PokerCardWinType == POKER_CARD_WIN__Separate )
            Sort_PlayerWinCardTable( player_a, PLAYER_WIN_CARD_SORT__BIG_TO_SMALL );
        if( player_b->PokerCardWinType == POKER_CARD_WIN__Separate )
            Sort_PlayerWinCardTable( player_b, PLAYER_WIN_CARD_SORT__BIG_TO_SMALL );

        //----------------------------------

        if( player_a->PokerCardWinType < player_b->PokerCardWinType )
            return player_a;
        else if( player_b->PokerCardWinType < player_a->PokerCardWinType )
            return player_b;

        if( player_a->PokerCardWinType == POKER_CARD_WIN__Separate && player_b->PokerCardWinType == POKER_CARD_WIN__Separate )
        {
            // nothing
        }
        else
        {
            for( DWORD i = 0; i < player_a->WinCardTableUseCount; ++i )  // 牌型只比數字
            {
                if( player_a->WinCardNumberTable[ i ] == player_b->WinCardNumberTable[ i ] )
                    continue;
                if( player_a->WinCardNumberTable[ i ] >  player_b->WinCardNumberTable[ i ] )
                    return player_a;
                else
                    return player_b;
            }
        }

        //-----------------

        for( DWORD i = 0; i < player_a->HandCardTableUseCount; ++i ) // 手牌先比數字
        {
            if( player_a->HandCardNumberTable[ i ] == player_b->HandCardNumberTable[ i ] )
                continue;
            if( player_a->HandCardNumberTable[ i ] >  player_b->HandCardNumberTable[ i ] )
                return player_a;
            else
                return player_b;
        }
        for( DWORD i = 0; i < player_a->HandCardTableUseCount; ++i ) // 手牌再比花色
        {
            if( player_a->HandCardTable[ i ] == player_b->HandCardTable[ i ] )
                continue;
            if( player_a->HandCardTable[ i ] >  player_b->HandCardTable[ i ] )
                return player_a;
            else
                return player_b;
        }

        return NULL;
    }

    PlayerHandCardInfo* PokerCardCheckWinner_Run()
    {
        PlayerHandCardInfo *player = NULL;
        PlayerHandCardInfo *player_a = NULL;
        PlayerHandCardInfo *player_b = NULL;
        PlayerHandCardInfo *player_win = NULL;
        PlayerHandCardInfo *player_tmp = NULL;

        struct _player_win_info
        {
            PlayerHandCardInfo *PlayerWinTable[ _BET_PLAYER_TABLE_MAX ];
            DWORD               PlayerWinTableUseCount;
        }player_win_table[ POKER_CARD_WIN__MAX ] = {0};
        _player_win_info *win_info = NULL;

        for( DWORD i = 0, x = 0, x_max = 0; i < BetPlayerTableUseCount; ++i )
        {
            player = &BetPlayerTable[ i ];
            win_info = &player_win_table[ player->PokerCardWinType ];
            win_info->PlayerWinTable[ win_info->PlayerWinTableUseCount++ ] = player;
        }

        for( DWORD y = POKER_CARD_WIN__RoyalFlush; y < POKER_CARD_WIN__Separate; ++y )
        {
            win_info = &player_win_table[ y ];
            if( win_info->PlayerWinTableUseCount == 0 )
                continue;
            if( win_info->PlayerWinTableUseCount == 1 )
                return win_info->PlayerWinTable[ 0 ];

            //------------- 如果5個玩家都是同花大順!?就要來比誰的手牌大!(氣泡排序法)
            for( DWORD i = 0, i2 = 0; i < win_info->PlayerWinTableUseCount - 1; ++i )
            {
                for( i2 = i + 1; i2 < win_info->PlayerWinTableUseCount; ++i2 )
                {
                    player_a = win_info->PlayerWinTable[ i ];
                    player_b = win_info->PlayerWinTable[ i2 ];
                    player_win = PokerCardCheckWinner_TwoPlayerCheck( player_a, player_b );
                    if( player_win == player_b )
                    {
                        win_info->PlayerWinTable[ i  ] = player_b;
                        win_info->PlayerWinTable[ i2 ] = player_a;
                    }
                }
            }
            return win_info->PlayerWinTable[ 0 ];
        }
        return NULL;
    }

    PlayerHandCardInfo* PokerCardCheckWinner_TwoPlayerCheck( PlayerHandCardInfo *player_a, PlayerHandCardInfo *player_b )
    {
        if( player_a->PokerCardWinType == POKER_CARD_WIN__Separate && player_b->PokerCardWinType == POKER_CARD_WIN__Separate )
        {
            // nothing
        }
        else
        {
            for( DWORD i = 0; i < player_a->WinCardTableUseCount; ++i )  // 牌型只比數字
            {
                if( player_a->WinCardNumberTable[ i ] == player_b->WinCardNumberTable[ i ] )
                    continue;
                if( player_a->WinCardNumberTable[ i ] >  player_b->WinCardNumberTable[ i ] )
                    return player_a;
                else
                    return player_b;
            }
        }

        //-----------------

        for( DWORD i = 0; i < player_a->HandCardTableUseCount; ++i ) // 手牌先比數字
        {
            if( player_a->HandCardNumberTable[ i ] == player_b->HandCardNumberTable[ i ] )
                continue;
            if( player_a->HandCardNumberTable[ i ] >  player_b->HandCardNumberTable[ i ] )
                return player_a;
            else
                return player_b;
        }
        for( DWORD i = 0; i < player_a->HandCardTableUseCount; ++i ) // 手牌再比花色
        {
            if( player_a->HandCardTable[ i ] == player_b->HandCardTable[ i ] )
                continue;
            if( player_a->HandCardTable[ i ] >  player_b->HandCardTable[ i ] )
                return player_a;
            else
                return player_b;
        }

        return NULL;
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
public :
    //------------------------------------------------------------------------------------------------------------------------------------------------------
    TexasHoldemPoker()
    {
        ::ZeroMemory( this, sizeof( TexasHoldemPoker ) );
        CreateCardTable();
    }

    void RunTest()
    {
        pWinPlayerLink = NULL;

    //  CreateTEST_BasePokerCard();
        CreateTEST_BasePokerCard_Random();

        BetPlayerTableUseCount = 0;
        for( DWORD i = 0; i < 5; ++i )
        {
            PlayerHandCardInfo *player = CreateTEST_Player();
            CheckPokerCardWin( player );
        }

        SortPlayerWinPokerCard();
        pWinPlayerLink = PokerCardCheckWinner_Run();
    }
    //------------------------------------------------------------------------------------------------------------------------------------------------------
};

#endif

class TexasHoldemPokerTest : public TexasHoldemPoker
{
public :
    //------------------------------------------------------------
    GameManager       *_this;
    Text3DComponent   *pMSJH_Font;
    //------------------------------------------------------------
    void Create( GameManager *set_this )
    {
        _this = set_this;

        _this->ConnectStopFlag = TRUE;
        _this->LoginOkayFlag = TRUE;

        pMSJH_Font = Text3DComponent::sCreate();
        pMSJH_Font->vInit( 40, "微軟正黑體", TRUE );

        RunTest(); // test
    }
    void Release()
    {
        pMSJH_Font->vRelease();
        pMSJH_Font = NULL;
    }
    //------------------------------------------------------------
    void Show()
    {
        VertexImageComponent *image = (VertexImageComponent*)_this->GetImageLink( IMAGE_FILE__IMAGE__POKER_CARD );

        long x = 40, y = 130;
        long x_backup = x;

        pMSJH_Font->vShowA( 10, 40, D3DCOLOR_RGBA( 255, 255, 255, 255 ), TEXT3D_SHOW__LEFT, "德州撲克演算法驗證程式 - ANDY - 2019.07.26" );
        pMSJH_Font->vShowA( x, y - 40, D3DCOLOR_RGBA( 255, 255, 255, 255 ), TEXT3D_SHOW__LEFT, "公開牌" );
        
        for( long i = OpenCardTableUseCount - 1; i >= 0; --i )
        {
            _this->vOnDraw( image, x, y, OpenCardTable[ i ], NULL, RENDER_STATE__COLOR_KEY );
            x += 95;
        }

        FivePlayerShow();
    }
    void FivePlayerShow()
    {
        VertexImageComponent *image = (VertexImageComponent*)_this->GetImageLink( IMAGE_FILE__IMAGE__POKER_CARD );
        PlayerHandCardInfo *player = NULL;

        long x = 40, y = 0;
        long x_backup = x;

        x = x_backup, y = 315;
        DWORD win_card_x = 310;
        RECT rect = {0};

        for( long c = 0; c < BetPlayerTableUseCount; ++c )
        {
            player = &BetPlayerTable[ c ];
            
            pMSJH_Font->vShowA( x, y - 36, D3DCOLOR_RGBA( 255, 255, 255, 255 ), TEXT3D_SHOW__LEFT, "%c玩家手牌         組合最大牌:     %s",
                'A' + c, PokerCardWinStringTable[ player->PokerCardWinType ] );

            if( player == pWinPlayerLink )
                pMSJH_Font->vShowA( x + 650, y - 38, D3DCOLOR_RGBA( 255, 0, 0, 255 ), TEXT3D_SHOW__LEFT, "獲勝!!" );

            for( long i = 0; i < player->HandCardTableUseCount; ++i )
            {
                SetRect( &rect, x, y, x + 100, y + 50 );
                _this->vOnDraw( image, x, y, player->HandCardTable[ i ], &rect, RENDER_STATE__COLOR_KEY );
                x += 95;
            }

            x = win_card_x;
            for( long i = 0; i < player->WinCardTableUseCount; ++i )
            {
                SetRect( &rect, x, y, x + 100, y + 50 );
                _this->vOnDraw( image, x, y, player->WinCardTable[ i ], &rect, RENDER_STATE__COLOR_KEY );
                if( player->PokerCardWinType != POKER_CARD_WIN__Separate && i == player->WinCardTableBackupUseCount )
                {
                    static DWORD color = D3DCOLOR_RGBA( 200, 0, 0, 255 );
                    RECT rect_line = { win_card_x, y + 50, win_card_x + (95 * player->WinCardTableBackupUseCount), y + 50 + 7 };
                    _this->pVertex->vSetRectVertex2( &rect_line, color );
                    _this->pVertex->vDraw( RENDER_STATE__COLOR_KEY );
                }
                x += 95;
            }
            x = x_backup, y += 95;
        }
    }
    //------------------------------------------------------------
}PokerTest;

// eof

1/06/2014

ODBC-API存取MS-SQL預存程序(Stored Procedure)的正確用法

回想之前...我曾被ODBC-API針對MS-SQL預存程序(Stored Procedure)的使用方式搞到頭快爆了~
在網路上搜尋到很多相關資料,但是都沒有正確的使用範例!?!
一堆人在討論,但是有解答的幾乎沒有,或是我沒找到!?!
只有那些微軟的MSDN英文說明有非常多的解釋!但是這麼多英文...慢慢看...實在會瘋掉!
而且重點是要有直接的程式範例參考啊!
不然MSDN寫再多文字也只是曲高和寡,實質意義不大!

而且書店的SQL電腦書堆裡竟然沒有一本有完整介紹ODBC-API!?!
難道這技術這麼差嗎?還是太舊了,過時了,沒人想使用!?!怪怪~
不過,因為我蠻堅持要使用ODBC-API來存取MS-SQL預存程序,
(因為我想將已學的ODBC繼續強化)

所以我足足花了四天時間待在外包公司內做研究!終於東湊西湊的,將正確的用法找出來了!
而且還有外包公司的韓國工程師來支援我,讓我更快瞭解預存程序的用法!
ps : 有趣的是... 小事情我們就用英文溝通,大事情才靠韓文翻譯人員幫忙!
  能用英文來溝通,工作,這點我倒是覺得很新鮮!

在此我就和大家分享我辛苦的小研究喔!
ODBC-API的初始化我就不列出了,這種基本資料網路上還是很多的!
我就直接進入主題來說明!

//-------------------------

// 以下是SQL中的sp_test預存程序的範例:(自己要去MS-SQL中定義sp_test喔)
CREATE Procedure sp_test
    @val1    As    int,
    @val2    As    int output,
    @uid1    As    varchar(12),
    @uid2    As    varchar(12) output

As

set @val2 = @val1;

set @uid2 = @uid1;

return 1
GO


//-------------------------

// 以下是用ODBC-API來呼叫SQL中的sp_test預存程序的範例

long MSSQLClass::vStoredProcedure_SelectData()
{
    SQLRETURN   rc = 0;
    char szQuery[ SQL_STRING_MAX ] = { 0 };

    rc = SQLAllocHandle( SQL_HANDLE_STMT, hdbc, &hstmt );
    ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData   error : SQLAllocHandle" );

    // 下面的?號,是更下面的SQLBindParameter要綁定參數的順序
    // 而第一個?號是回傳值(如果需要有回傳的話)
    // 若是沒有回傳值的預存程序,則輸入的命令是 {call sp_test(?,?,?,?)}
    strcat_s( szQuery, SQL_STRING_MAX, "{? = call sp_test(?,?,?,?)}" );

    // 準備要下的SQL命令
    rc = ::SQLPrepare( hstmt, (SQLCHAR *)szQuery, SQL_NTS );
    ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData   error : SQLPrepare" );

    SQLINTEGER receive_length1 = 0;
    SQLINTEGER receive_length2 = 0, receive_length3 = 0;
    SQLINTEGER receive_length4 = 0;

    // 這個SQL_NTS代號是SQL_PARAM_INPUT的字串時必須用的,
    // 否則預存程序會接收不到傳入的字串
    SQLINTEGER char_type_input_code = SQL_NTS;

    SQLINTEGER return_value = -99;

    SQLBIGINT val1 = 10, val2 = 0; // val2要先清為0,不然會收不到資訊!
    SQLCHAR uid1[ 20 ] = { "hello" }, uid2[ 20 ] = { 0 }; // uid2要先清為0,不然會收不到資訊!
      
    // 第一個SQLBindParameter是接收回傳值,所以要使用SQL_PARAM_OUTPUT
    rc = ::SQLBindParameter( hstmt, 1, SQL_PARAM_OUTPUT,
                                 SQL_C_SLONG, SQL_INTEGER, 0, 0,
                                 &return_value, 0,
                                 &receive_length1 );
    ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData   error : SQLBindParameter" );

    // 第二個是只傳入val1數值,所以用SQL_PARAM_INPUT
    rc = ::SQLBindParameter( hstmt, 2, SQL_PARAM_INPUT,
                                 SQL_C_ULONG, SQL_INTEGER, 0, 0,
                                 &val1, 0,
                                 &receive_length2 );
    ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData   error : SQLBindParameter" );

    // 第三個是預存程序內會改變val2數值,所以必須使用SQL_PARAM_INPUT_OUTPUT
    rc = ::SQLBindParameter( hstmt, 3, SQL_PARAM_INPUT_OUTPUT,
                                 SQL_C_ULONG, SQL_INTEGER, 0, 0,
                                 &val2, 0,
                                 &receive_length3 );
    ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData   error : SQLBindParameter" );

    // 第四個是只傳入uid1字串,所以用SQL_PARAM_INPUT
    // 這裡有個重點,就是SQLBindParameter的最後一個參數必須填入SQL_NTS代號!
    // 但是因為他是只能傳入指標,所以必須將代號先放在char_type_input_code變數上
    // 如果不傳入SQL_NTS代號,則預存程序會接收不到傳入的字串喔!
    // 這點,我花了很多時間研究原因,終於讓我發現到這個設定上的小眉角!
    rc = ::SQLBindParameter( hstmt, 4, SQL_PARAM_INPUT,
                                 SQL_C_CHAR, SQL_VARCHAR, sizeof( uid1 ), 0,
                                 uid1, sizeof( uid1 ),
                                 &char_type_input_code ); // 這裡是傳入字串的重點設定喔
    ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData   error : SQLBindParameter" );

    // 第五個是預存程序內會改變uid2字串,所以必須使用SQL_PARAM_INPUT_OUTPUT
    rc = ::SQLBindParameter( hstmt, 5, SQL_PARAM_INPUT_OUTPUT,
                                 SQL_C_CHAR, SQL_VARCHAR, sizeof( uid2 ), 0,
                                 uid2, sizeof( uid2 ),
                                 &receive_length4 );
    ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData   error : SQLBindParameter" );
  
    // 執行準備好的命令
    rc = ::SQLExecute( hstmt );
    ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData   error : SQLExecute" );

    // 如果預存程序內有多條SQL敘述,則需要再執行SQLMoreResults,依序將資料取出!
    while( 1 )
    {
        rc = ::SQLMoreResults( hstmt );
        if( rc == SQL_NO_DATA )
        {
            break;
        }
        else
            ERROR_OUT( rc, "MSSQLClass::vStoredProcedure_SelectData   error : SQLMoreResults" );
    }

    ::SQLFreeHandle( SQL_HANDLE_STMT, hstmt );
    hstmt = SQL_NULL_HSTMT;

    return return_value;
}


還有另一個用法,就是能藉由預存程序,取得一連串的資料!
例如:一次取出50筆朋友清單資料!
這用法其實也很簡單,等我有空時再發佈嚕~


最後要說的是,就將這很辛苦的小小研究成果獻給有緣人嚕!



ps : 我又多花了三天,才解決預存程序內若有多條SQL敘述...會發生取不到資料的問題,
  原來是需要使用SQLMoreResults來取出!找的我快瘋了!