The console server can now be fully used for a single game. The first player to join the game is admin, he can start the game and kick players.
However, if the admin player leaves, a new game can only be started if all players have left before (this is a bug, admin status should be passed to another player).
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@@ -587,8 +587,7 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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//Nachrichten Thread-Save
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connect(this, SIGNAL(signalInitGui(int)), this, SLOT(initGui(int)));
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connect(this, SIGNAL(signalShowServerStartDialog()), this, SLOT(showServerStartDialog()));
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connect(this, SIGNAL(signalShowClientWaitDialog()), this, SLOT(showClientWaitDialog()));
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connect(this, SIGNAL(signalShowNetworkStartDialog()), this, SLOT(showNetworkStartDialog()));
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connect(this, SIGNAL(signalRefreshSet()), this, SLOT(refreshSet()));
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connect(this, SIGNAL(signalRefreshCash()), this, SLOT(refreshCash()));
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@@ -631,18 +630,16 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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connect(this, SIGNAL(signalNextRoundCleanGui()), this, SLOT(nextRoundCleanGui()));
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connect(this, SIGNAL(signalNetClientConnect(int)), myConnectToServerDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(signalNetClientGameInfo(int)), myWaitingForServerGameDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(signalNetClientPlayerJoined(QString)), myWaitingForServerGameDialog, SLOT(addConnectedPlayer(QString)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(QString)), myWaitingForServerGameDialog, SLOT(removePlayer(QString)));
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connect(this, SIGNAL(signalNetClientGameInfo(int)), myStartNetworkGameDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(signalNetClientSelfJoined(QString, int)), myStartNetworkGameDialog, SLOT(joinedNetworkGame(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerJoined(QString, int)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(QString)), myStartNetworkGameDialog, SLOT(removePlayer(QString)));
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// Errors are handled globally, not within one dialog.
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connect(this, SIGNAL(signalNetClientError(int, int)), this, SLOT(networkError(int, int)));
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connect(this, SIGNAL(signalNetServerError(int, int)), this, SLOT(networkError(int, int)));
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connect(this, SIGNAL(signalNetClientGameStart(boost::shared_ptr<Game>)), this, SLOT(networkStart(boost::shared_ptr<Game>)));
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connect(this, SIGNAL(signalNetServerPlayerJoined(QString)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(QString)));
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connect(this, SIGNAL(signalNetServerPlayerLeft(QString)), myStartNetworkGameDialog, SLOT(removePlayer(QString)));
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//Sound
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mySDLPlayer = new SDLPlayer(myConfig);
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@@ -743,7 +740,7 @@ void mainWindowImpl::callCreateNetworkGameDialog() {
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gameData.guiSpeed = 4;
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gameData.playerActionTimeoutSec = myCreateNetworkGameDialog->spinBox_netTimeOutPlayerAction->value();
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myStartNetworkGameDialog->setSession(&myServerGuiInterface->getSession());
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myStartNetworkGameDialog->setSession(&getSession());
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myStartNetworkGameDialog->treeWidget->clear();
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myServerGuiInterface->getSession().startNetworkServer(gameData);
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@@ -751,7 +748,7 @@ void mainWindowImpl::callCreateNetworkGameDialog() {
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myStartNetworkGameDialog->setMaxPlayerNumber(gameData.maxNumberOfPlayers);
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showServerStartDialog();
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showNetworkStartDialog();
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}
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}
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@@ -766,7 +763,8 @@ void mainWindowImpl::callJoinNetworkGameDialog() {
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if (myServerGuiInterface.get())
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myServerGuiInterface->getSession().terminateNetworkServer();
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myWaitingForServerGameDialog->treeWidget->clear();
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myStartNetworkGameDialog->setSession(&getSession());
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myStartNetworkGameDialog->treeWidget->clear();
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// Maybe use QUrl::toPunycode.
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mySession->startNetworkClient(
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myJoinNetworkGameDialog->lineEdit_ipAddress->text().toUtf8().constData(),
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@@ -783,7 +781,7 @@ void mainWindowImpl::callJoinNetworkGameDialog() {
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actionJoin_network_Game->trigger(); // re-trigger
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}
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else {
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showClientWaitDialog();
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showNetworkStartDialog();
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}
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}
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}
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@@ -891,7 +889,7 @@ void mainWindowImpl::initGui(int speed)
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}
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}
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void mainWindowImpl::showServerStartDialog()
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void mainWindowImpl::showNetworkStartDialog()
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{
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myStartNetworkGameDialog->exec();
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@@ -899,28 +897,11 @@ void mainWindowImpl::showServerStartDialog()
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//some gui modifications
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networkGameModification();
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myServerGuiInterface->getSession().initiateNetworkServerGame();
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}
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else {
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mySession->terminateNetworkClient();
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myServerGuiInterface->getSession().terminateNetworkServer();
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}
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}
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void mainWindowImpl::showClientWaitDialog()
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{
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if (!myServerGuiInterface.get() || !myServerGuiInterface->getSession().isNetworkServerRunning())
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{
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myWaitingForServerGameDialog->exec();
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if (myWaitingForServerGameDialog->result() == QDialog::Accepted) {
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//some gui modifications
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networkGameModification();
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}
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else {
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mySession->terminateNetworkClient();
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}
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if (myServerGuiInterface)
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myServerGuiInterface->getSession().terminateNetworkServer();
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}
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}
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@@ -2547,7 +2528,7 @@ void mainWindowImpl::networkError(int errorID, int osErrorID) {
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}
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// close dialogs
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myConnectToServerDialog->reject();
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myWaitingForServerGameDialog->reject();
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myStartNetworkGameDialog->reject();
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}
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void mainWindowImpl::networkStart(boost::shared_ptr<Game> game)
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