some bugfixes --> see changelog
This commit is contained in:
@@ -720,13 +720,13 @@ void mainWindowImpl::callSettingsDialog() {
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//Falls Spielernamen geändert wurden --> neu zeichnen --> erst beim nächsten Neustart neu ausgelesen
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if (v->getPlayerNickIsChanged() && actualGame) {
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actualHand->getPlayerArray()[0]->setMyName(v->lineEdit_humanPlayerName->text().toStdString());
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actualHand->getPlayerArray()[1]->setMyName(v->lineEdit_Opponent1Name->text().toStdString());
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actualHand->getPlayerArray()[2]->setMyName(v->lineEdit_Opponent2Name->text().toStdString());
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actualHand->getPlayerArray()[3]->setMyName(v->lineEdit_Opponent3Name->text().toStdString());
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actualHand->getPlayerArray()[4]->setMyName(v->lineEdit_Opponent4Name->text().toStdString());
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actualHand->getPlayerArray()[5]->setMyName(v->lineEdit_Opponent5Name->text().toStdString());
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actualHand->getPlayerArray()[6]->setMyName(v->lineEdit_Opponent6Name->text().toStdString());
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actualHand->getPlayerArray()[0]->setMyName(v->lineEdit_humanPlayerName->text().toUtf8().constData());
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actualHand->getPlayerArray()[1]->setMyName(v->lineEdit_Opponent1Name->text().toUtf8().constData());
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actualHand->getPlayerArray()[2]->setMyName(v->lineEdit_Opponent2Name->text().toUtf8().constData());
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actualHand->getPlayerArray()[3]->setMyName(v->lineEdit_Opponent3Name->text().toUtf8().constData());
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actualHand->getPlayerArray()[4]->setMyName(v->lineEdit_Opponent4Name->text().toUtf8().constData());
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actualHand->getPlayerArray()[5]->setMyName(v->lineEdit_Opponent5Name->text().toUtf8().constData());
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actualHand->getPlayerArray()[6]->setMyName(v->lineEdit_Opponent6Name->text().toUtf8().constData());
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v->setPlayerNickIsChanged(FALSE);
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refreshPlayerName();
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@@ -734,13 +734,13 @@ void mainWindowImpl::callSettingsDialog() {
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if(actualGame) {
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actualHand->getPlayerArray()[0]->setMyAvatar(v->lineEdit_humanPlayerAvatar->text().toStdString());
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actualHand->getPlayerArray()[1]->setMyAvatar(v->lineEdit_Opponent1Avatar->text().toStdString());
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actualHand->getPlayerArray()[2]->setMyAvatar(v->lineEdit_Opponent2Avatar->text().toStdString());
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actualHand->getPlayerArray()[3]->setMyAvatar(v->lineEdit_Opponent3Avatar->text().toStdString());
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actualHand->getPlayerArray()[4]->setMyAvatar(v->lineEdit_Opponent4Avatar->text().toStdString());
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actualHand->getPlayerArray()[5]->setMyAvatar(v->lineEdit_Opponent5Avatar->text().toStdString());
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actualHand->getPlayerArray()[6]->setMyAvatar(v->lineEdit_Opponent6Avatar->text().toStdString());
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actualHand->getPlayerArray()[0]->setMyAvatar(v->lineEdit_humanPlayerAvatar->text().toUtf8().constData());
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actualHand->getPlayerArray()[1]->setMyAvatar(v->lineEdit_Opponent1Avatar->text().toUtf8().constData());
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actualHand->getPlayerArray()[2]->setMyAvatar(v->lineEdit_Opponent2Avatar->text().toUtf8().constData());
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actualHand->getPlayerArray()[3]->setMyAvatar(v->lineEdit_Opponent3Avatar->text().toUtf8().constData());
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actualHand->getPlayerArray()[4]->setMyAvatar(v->lineEdit_Opponent4Avatar->text().toUtf8().constData());
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actualHand->getPlayerArray()[5]->setMyAvatar(v->lineEdit_Opponent5Avatar->text().toUtf8().constData());
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actualHand->getPlayerArray()[6]->setMyAvatar(v->lineEdit_Opponent6Avatar->text().toUtf8().constData());
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//avatar refresh
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refreshPlayerAvatar();
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@@ -2191,56 +2191,56 @@ void mainWindowImpl::networkError(int errorID, int osErrorID) {
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tr("Connection was closed by 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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case ERR_SOCK_CONN_EXISTS:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Internal network error: Duplicate TCP connection."),
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QMessageBox::Close); }
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break;
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case ERR_SOCK_INVALID_PACKET:
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case ERR_SOCK_INVALID_PACKET:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("An invalid network packet was received.\nPlease make sure that all players use the same version of PokerTH."),
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QMessageBox::Close); }
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break;
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case ERR_SOCK_INVALID_STATE:
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case ERR_SOCK_INVALID_STATE:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Internal state error.\nPlease make sure that all players use the same version of PokerTH."),
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QMessageBox::Close); }
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break;
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case ERR_NET_VERSION_NOT_SUPPORTED:
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case ERR_NET_VERSION_NOT_SUPPORTED:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("The PokerTH server does not support this version of the game.\nPlease update PokerTH."),
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QMessageBox::Close); }
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break;
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case ERR_NET_SERVER_FULL:
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case ERR_NET_SERVER_FULL:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Sorry, this server is already full."),
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QMessageBox::Close); }
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break;
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case ERR_NET_GAME_ALREADY_RUNNING:
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case ERR_NET_GAME_ALREADY_RUNNING:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Unable to join - the server has already started the game."),
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QMessageBox::Close); }
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break;
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case ERR_NET_INVALID_PASSWORD:
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case ERR_NET_INVALID_PASSWORD:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Invalid password when joining the game.\nPlease reenter the password and try again."),
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QMessageBox::Close); }
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break;
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case ERR_NET_INVALID_PASSWORD_STR:
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break;
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case ERR_NET_INVALID_PASSWORD_STR:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("The password is too long. Please choose another one."),
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QMessageBox::Close); }
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break;
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case ERR_NET_PLAYER_NAME_IN_USE:
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break;
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case ERR_NET_PLAYER_NAME_IN_USE:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Your player name is already used by another player.\nPlease choose a different name."),
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QMessageBox::Close); }
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break;
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case ERR_NET_INVALID_PLAYER_NAME:
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break;
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case ERR_NET_INVALID_PLAYER_NAME:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("The player name is either too short or too long. Please choose another one."),
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QMessageBox::Close); }
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break;
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break;
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default: { QMessageBox::warning(this, tr("Network Error"),
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tr("An internal error occured."),
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QMessageBox::Close); }
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