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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+6
-3
@@ -60,6 +60,7 @@
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using namespace std;
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class GuiWrapper;
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class Game;
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int main( int argc, char **argv )
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{
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@@ -83,11 +84,13 @@ int main( int argc, char **argv )
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QString locale = QLocale::system().name();
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QTranslator translator;
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translator.load(QString(":/translations/resources/translations/pokerth_") + locale);
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a.installTranslator(&translator);
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QTranslator translator;
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translator.load(QString(":/translations/resources/translations/pokerth_") + locale);
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a.installTranslator(&translator);
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///////////////////////////////////////////////////
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qRegisterMetaType<boost::shared_ptr<Game> >("boost::shared_ptr<Game>");
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boost::shared_ptr<GuiInterface> myGuiInterface(new GuiWrapper(myConfig));
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{
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boost::shared_ptr<Session> session(new Session(myGuiInterface.get(), myConfig));
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