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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@@ -101,6 +101,7 @@ public:
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void SignalNetClientError(int errorID, int osErrorID);
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void SignalNetClientSelfJoined(const std::string &playerName, PlayerRights rights);
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void SignalNetClientPlayerJoined(const std::string &playerName, PlayerRights rights);
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void SignalNetClientPlayerChanged(const std::string &oldPlayerName, const std::string &newPlayerName);
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void SignalNetClientPlayerLeft(const std::string &playerName);
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void SignalNetClientChatMsg(const std::string &playerName, const std::string &msg);
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void SignalNetClientWaitDialog();
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