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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@@ -651,7 +651,13 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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connect(this, SIGNAL(signalNetClientGameInfo(int)), myStartNetworkGameDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(signalNetClientSelfJoined(QString, int)), myStartNetworkGameDialog, SLOT(joinedNetworkGame(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerJoined(QString, int)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerChanged(QString, QString)), myStartNetworkGameDialog, SLOT(updatePlayer(QString, QString)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(QString)), myStartNetworkGameDialog, SLOT(removePlayer(QString)));
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connect(this, SIGNAL(signalNetClientSelfJoined(QString, int)), myGameLobbyDialog, SLOT(joinedNetworkGame(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerJoined(QString, int)), myGameLobbyDialog, SLOT(addConnectedPlayer(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerChanged(QString, QString)), myGameLobbyDialog, SLOT(updatePlayer(QString, QString)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(QString)), myGameLobbyDialog, SLOT(removePlayer(QString)));
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connect(this, SIGNAL(signalNetClientGameListNew(QString)), myGameLobbyDialog, SLOT(addGame(QString)));
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connect(this, SIGNAL(signalNetClientGameListRemove(QString)), myGameLobbyDialog, SLOT(removeGame(QString)));
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