Major redesign: Using game ids and player ids in gui (associated with tree view items).
Player list of all network games is now dynamically updated in lobby (no polling, server sends events).
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+10
-10
@@ -111,22 +111,24 @@ void GuiWrapper::logPlayerWinGame(std::string playerName, int gameID) { myLog->s
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void GuiWrapper::SignalNetClientConnect(int actionID) { myW->signalNetClientConnect(actionID); }
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void GuiWrapper::SignalNetClientGameInfo(int actionID) { myW->signalNetClientGameInfo(actionID); }
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void GuiWrapper::SignalNetClientError(int errorID, int osErrorID) { myW->signalNetClientError(errorID, osErrorID); }
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void GuiWrapper::SignalNetClientSelfJoined(const string &playerName, PlayerRights rights) { myW->signalNetClientSelfJoined(QString::fromUtf8(playerName.c_str()), rights); }
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void GuiWrapper::SignalNetClientPlayerJoined(const string &playerName, PlayerRights rights) { myW->signalNetClientPlayerJoined(QString::fromUtf8(playerName.c_str()), rights); }
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void GuiWrapper::SignalNetClientPlayerChanged(const string &oldPlayerName, const string &newPlayerName)
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void GuiWrapper::SignalNetClientSelfJoined(unsigned playerId, const string &playerName, PlayerRights rights) { myW->signalNetClientSelfJoined(playerId, QString::fromUtf8(playerName.c_str()), rights); }
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void GuiWrapper::SignalNetClientPlayerJoined(unsigned playerId, const string &playerName, PlayerRights rights) { myW->signalNetClientPlayerJoined(playerId, QString::fromUtf8(playerName.c_str()), rights); }
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void GuiWrapper::SignalNetClientPlayerChanged(unsigned playerId, const string &newPlayerName)
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{
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myW->signalNetClientPlayerChanged(QString::fromUtf8(oldPlayerName.c_str()), QString::fromUtf8(newPlayerName.c_str()));
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myW->signalNetClientPlayerChanged(playerId, QString::fromUtf8(newPlayerName.c_str()));
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}
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void GuiWrapper::SignalNetClientPlayerLeft(const string &playerName)
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void GuiWrapper::SignalNetClientPlayerLeft(unsigned playerId, const string &playerName)
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{
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QString tmpName(QString::fromUtf8(playerName.c_str()));
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myW->signalNetClientPlayerLeft(tmpName);
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myW->signalNetClientPlayerLeft(playerId, tmpName);
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if (!playerName.empty() && playerName[0] != '#')
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myLog->signalLogPlayerLeftMsg(tmpName);
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}
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void GuiWrapper::SignalNetClientGameListNew(const string &gameName) { myW->signalNetClientGameListNew(QString::fromUtf8(gameName.c_str())); }
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void GuiWrapper::SignalNetClientGameListRemove(const string &gameName) { myW->signalNetClientGameListRemove(QString::fromUtf8(gameName.c_str())); }
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void GuiWrapper::SignalNetClientGameListNew(unsigned gameId, const string &gameName) { myW->signalNetClientGameListNew(gameId, QString::fromUtf8(gameName.c_str())); }
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void GuiWrapper::SignalNetClientGameListRemove(unsigned gameId, const string &gameName) { myW->signalNetClientGameListRemove(gameId, QString::fromUtf8(gameName.c_str())); }
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void GuiWrapper::SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId) { myW->signalNetClientGameListPlayerJoined(gameId, playerId); }
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void GuiWrapper::SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId) { myW->signalNetClientGameListPlayerLeft(gameId, playerId); }
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void GuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { myW->signalNetClientGameStart(game); }
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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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@@ -134,6 +136,4 @@ void GuiWrapper::SignalNetClientWaitDialog() { myW->signalShowNetworkStartDialog
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void GuiWrapper::SignalNetServerSuccess(int actionID) { }
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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) { }
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void GuiWrapper::SignalNetServerPlayerLeft(const string &playerName) { }
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