Client engine factory needs to be free of configuration file (configuration provided by server). Separated specific start data from general game data. Sending client game object to GUI after creation. Client thread now manages player and game data.
This commit is contained in:
@@ -95,7 +95,7 @@ void GuiWrapper::SignalNetClientGameInfo(int actionID) { myW->signalNetClientGam
|
||||
void GuiWrapper::SignalNetClientError(int errorID, int osErrorID) { myW->signalNetClientError(errorID, osErrorID); }
|
||||
void GuiWrapper::SignalNetClientPlayerJoined(const string &playerName) { myW->signalNetClientPlayerJoined(QString::fromUtf8(playerName.c_str())); }
|
||||
void GuiWrapper::SignalNetClientPlayerLeft(const string &playerName) { myW->signalNetClientPlayerLeft(QString::fromUtf8(playerName.c_str())); }
|
||||
void GuiWrapper::SignalNetClientGameStart(const GameData &gameData) { myW->signalNetClientGameStart(); }
|
||||
void GuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { myW->signalNetClientGameStart(game); }
|
||||
|
||||
void GuiWrapper::SignalNetServerSuccess(int actionID) { }
|
||||
void GuiWrapper::SignalNetServerError(int errorID, int osErrorID) { }
|
||||
|
||||
Reference in New Issue
Block a user