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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@@ -113,6 +113,10 @@ void GuiWrapper::SignalNetClientGameInfo(int actionID) { myW->signalNetClientGam
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void GuiWrapper::SignalNetClientError(int errorID, int osErrorID) { myW->signalNetClientError(errorID, osErrorID); }
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void GuiWrapper::SignalNetClientSelfJoined(const string &playerName, PlayerRights rights) { myW->signalNetClientSelfJoined(QString::fromUtf8(playerName.c_str()), rights); }
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void GuiWrapper::SignalNetClientPlayerJoined(const string &playerName, PlayerRights rights) { myW->signalNetClientPlayerJoined(QString::fromUtf8(playerName.c_str()), rights); }
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void GuiWrapper::SignalNetClientPlayerChanged(const string &oldPlayerName, const string &newPlayerName)
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{
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myW->signalNetClientPlayerChanged(QString::fromUtf8(oldPlayerName.c_str()), QString::fromUtf8(newPlayerName.c_str()));
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}
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void GuiWrapper::SignalNetClientPlayerLeft(const string &playerName)
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{
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QString tmpName(QString::fromUtf8(playerName.c_str()));
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