Major redesign: The game can not be left without disconnecting from the server. This happens if a player is kicked, if he wishes to leave, or for other reasons. Error packets from the server will always cause a disconnect, however.
If joining a game fails, there is a proper failure packet now.
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@@ -126,6 +126,8 @@ 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 signalNetClientNotification(int notificationId);
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void signalNetClientRemovedFromGame(int notificationId);
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void signalNetServerError(int errorID, int osErrorID);
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void signalNetClientSelfJoined(unsigned playerId, QString playerName, int rights);
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void signalNetClientPlayerJoined(unsigned playerId, QString playerName, int rights);
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@@ -276,6 +278,7 @@ public slots:
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void tabSwitchAction();
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void networkError(int, int);
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void networkNotification(int);
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void networkStart(boost::shared_ptr<Game> game);
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void closeEvent(QCloseEvent*);
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