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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@@ -194,7 +194,7 @@ class NetPacketGameStart : public NetPacket
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public:
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struct Data
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{
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u_int16_t startDealerPos;
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StartData startData;
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u_int16_t reserved;
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};
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