Server errors are now shown.
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@@ -104,7 +104,7 @@ void GuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { myW->s
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void GuiWrapper::SignalNetClientChatMsg(const string &playerName, const string &msg) { myChat->signalChatMessage(QString::fromUtf8(playerName.c_str()), QString::fromUtf8(msg.c_str())); }
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void GuiWrapper::SignalNetServerSuccess(int actionID) { }
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void GuiWrapper::SignalNetServerError(int errorID, int osErrorID) { }
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void GuiWrapper::SignalNetServerError(int errorID, int osErrorID) { myW->signalNetServerError(errorID, osErrorID); }
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void GuiWrapper::SignalNetServerPlayerJoined(const string &playerName) { myW->signalNetServerPlayerJoined(QString::fromUtf8(playerName.c_str())); }
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void GuiWrapper::SignalNetServerPlayerLeft(const string &playerName) { myW->signalNetServerPlayerLeft(QString::fromUtf8(playerName.c_str())); }
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@@ -615,6 +615,7 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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// Errors are handled globally, not within one dialog.
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connect(this, SIGNAL(signalNetClientError(int, int)), this, SLOT(networkError(int, int)));
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connect(this, SIGNAL(signalNetServerError(int, int)), this, SLOT(networkError(int, int)));
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connect(this, SIGNAL(signalNetClientGameStart(boost::shared_ptr<Game>)), this, SLOT(networkStart(boost::shared_ptr<Game>)));
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connect(this, SIGNAL(signalNetServerPlayerJoined(QString)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(QString)));
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@@ -113,6 +113,7 @@ signals:
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void signalNetClientConnect(int actionID);
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void signalNetClientGameInfo(int actionID);
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void signalNetClientError(int errorID, int osErrorID);
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void signalNetServerError(int errorID, int osErrorID);
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void signalNetClientPlayerJoined(QString playerName);
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void signalNetClientPlayerLeft(QString playerName);
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void signalNetClientGameStart(boost::shared_ptr<Game> game);
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@@ -104,8 +104,8 @@ ServerThread::Listen()
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{
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ServerContext &context = GetContext();
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// if (context.GetServerPort() < 1024)
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// throw ServerException(ERR_SOCK_INVALID_PORT, 0);
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if (context.GetServerPort() < 1024)
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throw ServerException(ERR_SOCK_INVALID_PORT, 0);
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context.SetSocket(socket(context.GetAddrFamily(), SOCK_STREAM, context.GetProtocol()));
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if (!IS_VALID_SOCKET(context.GetSocket()))
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