First test version with network timeout. Only activity timeout and global timeout, no game admin timeout yet. Set to test values (will disconnect rapidly).
Modified method for init timeout (if session cannot be established) - now using one non-modifiable timer for each session, and an additional timer which is reset whenever session data is received.
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@@ -39,6 +39,7 @@ public:
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virtual void SignalNetClientError(int errorID, int osErrorID) = 0;
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virtual void SignalNetClientNotification(int notificationId) = 0;
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virtual void SignalNetClientStatsUpdate(const ServerStats &stats) = 0;
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virtual void SignalNetClientShowTimeoutDialog(NetTimeoutReason reason, unsigned remainingSec) = 0;
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virtual void SignalNetClientRemovedFromGame(int notificationId) = 0;
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virtual void SignalNetClientGameListNew(unsigned gameId) = 0;
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@@ -57,6 +58,6 @@ public:
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virtual void SignalNetClientChatMsg(const std::string &playerName, const std::string &msg) = 0;
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virtual void SignalNetClientWaitDialog() = 0;
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};
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};
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#endif
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