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.
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@@ -33,6 +33,7 @@
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class Log;
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class ConfigFile;
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class Session;
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class Game;
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class GuiInterface;
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class BoardInterface;
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@@ -108,7 +109,7 @@ signals:
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void signalNetClientError(int errorID, int osErrorID);
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void signalNetClientPlayerJoined(QString playerName);
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void signalNetClientPlayerLeft(QString playerName);
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void signalNetClientGameStart();
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void signalNetClientGameStart(boost::shared_ptr<Game> game);
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void signalNetServerPlayerJoined(QString playerName);
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void signalNetServerPlayerLeft(QString playerName);
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@@ -231,7 +232,7 @@ public slots:
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void paintStartSplash();
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void networkError(int, int);
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void networkStart();
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void networkStart(boost::shared_ptr<Game> game);
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void closeEvent(QCloseEvent*);
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