Fixed local network game. Now using new config options. Client sends packets deferred to allow initialization.
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@@ -761,8 +761,8 @@ void mainWindowImpl::callCreateNetworkGameDialog() {
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myStartNetworkGameDialog->setSession(&getSession());
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myStartNetworkGameDialog->treeWidget->clear();
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myServerGuiInterface->getSession().startNetworkServer(gameData);
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mySession->startNetworkClientForLocalServer();
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myServerGuiInterface->getSession().startNetworkServer();
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mySession->startNetworkClientForLocalServer(gameData);
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myStartNetworkGameDialog->setMaxPlayerNumber(gameData.maxNumberOfPlayers);
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@@ -821,8 +821,8 @@ void mainWindowImpl::callGameLobbyDialog() {
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myStartNetworkGameDialog->treeWidget->clear();
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myStartNetworkGameDialog->setSession(&getSession());
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// Just for testing
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mySession->startNetworkClientForLocalServer();
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// Start client for dedicated server.
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mySession->startInternetClient();
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myGameLobbyDialog->exec();
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