When creating a network game, a client is also started.
Network errors are handled globally. Fixed last network thread issue by using a notification queue, should work fine now.
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@@ -38,6 +38,7 @@ public:
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void deleteGame();
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void startNetworkClient(const std::string &serverAddress, unsigned serverPort, bool ipv6, const std::string &pwd);
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void startNetworkClientForLocalServer();
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void terminateNetworkClient();
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void startNetworkServer();
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