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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@@ -22,8 +22,9 @@
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#define _CLIENTCALLBACK_H_
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#include <string>
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#include <boost/shared_ptr.hpp>
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struct GameData;
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class Game;
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class ClientCallback
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{
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@@ -34,7 +35,7 @@ public:
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virtual void SignalNetClientGameInfo(int actionID) = 0;
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virtual void SignalNetClientError(int errorID, int osErrorID) = 0;
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virtual void SignalNetClientGameStart(const GameData &gameData) = 0;
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virtual void SignalNetClientGameStart(boost::shared_ptr<Game> game) = 0;
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virtual void SignalNetClientPlayerJoined(const std::string &playerName) = 0;
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virtual void SignalNetClientPlayerLeft(const std::string &playerName) = 0;
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};
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