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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@@ -670,17 +670,21 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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connect(this, SIGNAL(signalNetClientConnect(int)), myConnectToServerDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(signalNetClientGameInfo(int)), myStartNetworkGameDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(signalNetClientSelfJoined(QString, int)), myStartNetworkGameDialog, SLOT(joinedNetworkGame(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerJoined(QString, int)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerChanged(QString, QString)), myStartNetworkGameDialog, SLOT(updatePlayer(QString, QString)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(QString)), myStartNetworkGameDialog, SLOT(removePlayer(QString)));
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connect(this, SIGNAL(signalNetClientSelfJoined(QString, int)), myGameLobbyDialog, SLOT(joinedNetworkGame(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerJoined(QString, int)), myGameLobbyDialog, SLOT(addConnectedPlayer(QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerChanged(QString, QString)), myGameLobbyDialog, SLOT(updatePlayer(QString, QString)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(QString)), myGameLobbyDialog, SLOT(removePlayer(QString)));
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connect(this, SIGNAL(signalNetClientGameListNew(QString)), myGameLobbyDialog, SLOT(addGame(QString)));
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connect(this, SIGNAL(signalNetClientGameListRemove(QString)), myGameLobbyDialog, SLOT(removeGame(QString)));
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connect(this, SIGNAL(signalNetClientSelfJoined(unsigned, QString, int)), myStartNetworkGameDialog, SLOT(joinedNetworkGame(unsigned, QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerJoined(unsigned, QString, int)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(unsigned, QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerChanged(unsigned, QString)), myStartNetworkGameDialog, SLOT(updatePlayer(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(unsigned, QString)), myStartNetworkGameDialog, SLOT(removePlayer(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientSelfJoined(unsigned, QString, int)), myGameLobbyDialog, SLOT(joinedNetworkGame(unsigned, QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerJoined(unsigned, QString, int)), myGameLobbyDialog, SLOT(addConnectedPlayer(unsigned, QString, int)));
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connect(this, SIGNAL(signalNetClientPlayerChanged(unsigned, QString)), myGameLobbyDialog, SLOT(updatePlayer(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(unsigned, QString)), myGameLobbyDialog, SLOT(removePlayer(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientGameListNew(unsigned, QString)), myGameLobbyDialog, SLOT(addGame(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientGameListRemove(unsigned, QString)), myGameLobbyDialog, SLOT(removeGame(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientGameListPlayerJoined(unsigned, unsigned)), myGameLobbyDialog, SLOT(gameAddPlayer(unsigned, unsigned)));
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connect(this, SIGNAL(signalNetClientGameListPlayerLeft(unsigned, unsigned)), myGameLobbyDialog, SLOT(gameRemovePlayer(unsigned, unsigned)));
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// Errors are handled globally, not within one dialog.
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connect(this, SIGNAL(signalNetClientError(int, int)), this, SLOT(networkError(int, int)));
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@@ -789,9 +793,7 @@ void mainWindowImpl::callCreateNetworkGameDialog() {
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gameData.playerActionTimeoutSec = myCreateNetworkGameDialog->spinBox_netTimeOutPlayerAction->value();
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myGameLobbyDialog->setSession(&getSession());
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myGameLobbyDialog->treeWidget_GameList->clear();
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myStartNetworkGameDialog->setSession(&getSession());
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myStartNetworkGameDialog->treeWidget->clear();
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myServerGuiInterface->getSession().startNetworkServer();
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mySession->startNetworkClientForLocalServer(gameData);
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@@ -816,9 +818,7 @@ void mainWindowImpl::callJoinNetworkGameDialog() {
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myServerGuiInterface->getSession().terminateNetworkServer();
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myGameLobbyDialog->setSession(&getSession());
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myGameLobbyDialog->treeWidget_GameList->clear();
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myStartNetworkGameDialog->setSession(&getSession());
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myStartNetworkGameDialog->treeWidget->clear();
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// Maybe use QUrl::toPunycode.
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mySession->startNetworkClient(
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myJoinNetworkGameDialog->lineEdit_ipAddress->text().toUtf8().constData(),
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@@ -851,8 +851,6 @@ void mainWindowImpl::callGameLobbyDialog() {
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myServerGuiInterface->getSession().terminateNetworkServer();
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myGameLobbyDialog->setSession(&getSession());
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myGameLobbyDialog->treeWidget_GameList->clear();
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myStartNetworkGameDialog->treeWidget->clear();
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myStartNetworkGameDialog->setSession(&getSession());
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// Start client for dedicated server.
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@@ -127,12 +127,14 @@ signals:
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void signalNetClientGameInfo(int actionID);
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void signalNetClientError(int errorID, int osErrorID);
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void signalNetServerError(int errorID, int osErrorID);
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void signalNetClientSelfJoined(QString playerName, int rights);
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void signalNetClientPlayerJoined(QString playerName, int rights);
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void signalNetClientPlayerChanged(QString oldPlayerName, QString newPlayerName);
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void signalNetClientPlayerLeft(QString playerName);
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void signalNetClientGameListNew(QString gameName);
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void signalNetClientGameListRemove(QString gameName);
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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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void signalNetClientPlayerChanged(unsigned playerId, QString newPlayerName);
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void signalNetClientPlayerLeft(unsigned playerId, QString playerName);
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void signalNetClientGameListNew(unsigned gameId, QString gameName);
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void signalNetClientGameListRemove(unsigned gameId, QString gameName);
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void signalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId);
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void signalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId);
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void signalNetClientGameStart(boost::shared_ptr<Game> game);
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public slots:
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