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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@@ -42,6 +42,7 @@ public:
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virtual void SignalNetClientGameStart(boost::shared_ptr<Game> game) = 0;
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virtual void SignalNetClientSelfJoined(const std::string &playerName, PlayerRights rights) = 0;
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virtual void SignalNetClientPlayerJoined(const std::string &playerName, PlayerRights rights) = 0;
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virtual void SignalNetClientPlayerChanged(const std::string &oldPlayerName, const std::string &newPlayerName) = 0;
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virtual void SignalNetClientPlayerLeft(const std::string &playerName) = 0;
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virtual void SignalNetClientChatMsg(const std::string &playerName, const std::string &msg) = 0;
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