Removed some TODOs. Fixed network error message.
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@@ -2412,19 +2412,15 @@ void mainWindowImpl::networkError(int errorID, int osErrorID) {
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tr("Internal network error: \"select\" failed."),
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QMessageBox::Close); }
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break;
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case ERR_SOCK_RECV_FAILED:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Internal network error: \"recv\" failed."),
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QMessageBox::Close); }
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break;
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case ERR_SOCK_SEND_FAILED:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Internal network error: \"send\" failed."),
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QMessageBox::Close); }
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break;
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case ERR_SOCK_RECV_FAILED: // Sometimes windows reports recv failed on close.
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case ERR_SOCK_CONN_RESET:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Connection was closed by server."),
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tr("Connection was closed by the server."),
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QMessageBox::Close); }
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break;
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case ERR_SOCK_CONN_EXISTS:
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@@ -70,7 +70,7 @@ private:
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unsigned m_serverPort;
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std::string m_password;
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sockaddr_storage m_clientSockaddr;
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std::string m_playerName; // TODO: use player interface.
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std::string m_playerName;
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};
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#endif
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@@ -497,7 +497,7 @@ ClientStateWaitGame::InternalProcess(ClientThread &client, boost::shared_ptr<Net
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packet->ToNetPacketPlayerLeft()->GetData(netPlayerData);
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client.RemovePlayerData(netPlayerData.playerId);
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}
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// TODO: handle error packet
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// TODO: handle error packet (kicked from server)
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return retVal;
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}
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@@ -157,6 +157,9 @@ ClientThread::Main()
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MapPlayerDataList();
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m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameId++));
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// Initialize GUI speed.
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GetGui().initGui(GetGameData().guiSpeed);
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// Signal start of game to GUI.
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GetCallback().SignalNetClientGameStart(m_game);
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}
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}
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+16
-7
@@ -68,7 +68,6 @@ void Session::startLocalGame(const GameData &gameData, const StartData &startDat
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else { myAvatar << "Opponent" << i << "Avatar"; }
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//PlayerData erzeugen
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// TODO: PlayerType setzen
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// UniqueId = PlayerNumber for local games.
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boost::shared_ptr<PlayerData> playerData(new PlayerData(i, i, i == 0 ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER));
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playerData->SetName(myConfig->readConfigString(myName.str()));
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@@ -91,8 +90,6 @@ void Session::startClientGame(boost::shared_ptr<Game> game)
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{
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currentGameID++;
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// TODO: use server gui speed.
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myGui->initGui(5);
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currentGame = game;
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}
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@@ -109,7 +106,10 @@ GuiInterface *Session::getGui()
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void Session::startNetworkClient(const string &serverAddress, unsigned serverPort, bool ipv6, const string &pwd)
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{
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if (myNetClient || !myGui)
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return; // TODO: throw exception
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{
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assert(false);
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return;
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}
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myNetClient = new ClientThread(*myGui);
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myNetClient->Init(
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serverAddress,
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@@ -123,7 +123,10 @@ void Session::startNetworkClient(const string &serverAddress, unsigned serverPor
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void Session::startNetworkClientForLocalServer()
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{
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if (myNetClient || !myGui)
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return; // TODO: throw exception
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{
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assert(false);
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return;
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}
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myNetClient = new ClientThread(*myGui);
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myNetClient->Init(
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"localhost",
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@@ -151,7 +154,10 @@ void Session::terminateNetworkClient()
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void Session::startNetworkServer(const GameData &gameData)
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{
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if (myNetServer)
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return; // TODO: throw exception
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{
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assert(false);
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return;
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}
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myNetServer = new ServerThread(*myGui, myConfig);
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myNetServer->Init(
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myConfig->readConfigInt("ServerPort"),
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@@ -164,7 +170,10 @@ void Session::startNetworkServer(const GameData &gameData)
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void Session::initiateNetworkServerGame()
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{
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if (!myNetServer)
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return; // TODO: throw exception
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{
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assert(false);
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return;
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}
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myNetServer->StartGame();
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}
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