Major design change in network protocol: Player information is now requested by clients whenever it is needed. The server only sends player ids. The client has a cache with player information.
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@@ -110,6 +110,7 @@ void ServerGuiWrapper::SignalNetClientGameInfo(int actionID) { if (myClientcb) m
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void ServerGuiWrapper::SignalNetClientError(int errorID, int osErrorID) { if (myClientcb) myClientcb->SignalNetClientError(errorID, osErrorID); }
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void ServerGuiWrapper::SignalNetClientSelfJoined(const string &playerName, PlayerRights rights) { if (myClientcb) myClientcb->SignalNetClientSelfJoined(playerName, rights); }
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void ServerGuiWrapper::SignalNetClientPlayerJoined(const string &playerName, PlayerRights rights) { if (myClientcb) myClientcb->SignalNetClientPlayerJoined(playerName, rights); }
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void ServerGuiWrapper::SignalNetClientPlayerChanged(const std::string &oldPlayerName, const std::string &newPlayerName) { if (myClientcb) myClientcb->SignalNetClientPlayerChanged(oldPlayerName, newPlayerName); }
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void ServerGuiWrapper::SignalNetClientPlayerLeft(const string &playerName) { if (myClientcb) myClientcb->SignalNetClientPlayerLeft(playerName); }
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void ServerGuiWrapper::SignalNetClientGameListNew(const string &gameName) { if (myClientcb) myClientcb->SignalNetClientGameListNew(gameName); }
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void ServerGuiWrapper::SignalNetClientGameListRemove(const string &gameName) { if (myClientcb) myClientcb->SignalNetClientGameListRemove(gameName); }
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