Internet game lobby dialog shows now overview of games and whether they are private. Now showing connection progress before the internet game lobby.
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@@ -50,8 +50,8 @@ private:
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};
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ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, GuiInterface &gui, ConfigFile *playerConfig)
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: m_lobbyThread(lobbyThread), m_gui(gui), m_id(id), m_name(name), m_playerConfig(playerConfig), m_curState(NULL), m_gameNum(1)
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ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, const string &pwd, GuiInterface &gui, ConfigFile *playerConfig)
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: m_lobbyThread(lobbyThread), m_gui(gui), m_id(id), m_name(name), m_password(pwd), m_playerConfig(playerConfig), m_curState(NULL), m_gameNum(1)
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{
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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@@ -63,9 +63,8 @@ ServerGameThread::~ServerGameThread()
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}
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void
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ServerGameThread::Init(const string &pwd, const GameData &gameData)
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ServerGameThread::Init(const GameData &gameData)
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{
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m_password = pwd;
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m_gameData = gameData;
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}
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@@ -434,6 +433,12 @@ ServerGameThread::SetStartData(const StartData &startData)
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m_startData = startData;
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}
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bool
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ServerGameThread::IsPasswordProtected() const
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{
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return !m_password.empty();
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}
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bool
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ServerGameThread::CheckPassword(const string &password) const
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{
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