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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@@ -36,14 +36,16 @@ public:
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virtual void SignalNetClientGameInfo(int actionID) = 0;
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virtual void SignalNetClientError(int errorID, int osErrorID) = 0;
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virtual void SignalNetClientGameListNew(const std::string &gameName) = 0;
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virtual void SignalNetClientGameListRemove(const std::string &gameName) = 0;
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virtual void SignalNetClientGameListNew(unsigned gameId, const std::string &gameName) = 0;
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virtual void SignalNetClientGameListRemove(unsigned gameId, const std::string &gameName) = 0;
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virtual void SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId) = 0;
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virtual void SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId) = 0;
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virtual void SignalNetClientGameStart(boost::shared_ptr<Game> game) = 0;
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virtual void SignalNetClientSelfJoined(const std::string &playerName, PlayerRights rights) = 0;
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virtual void SignalNetClientPlayerJoined(const std::string &playerName, PlayerRights rights) = 0;
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virtual void SignalNetClientPlayerChanged(const std::string &oldPlayerName, const std::string &newPlayerName) = 0;
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virtual void SignalNetClientPlayerLeft(const std::string &playerName) = 0;
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virtual void SignalNetClientSelfJoined(unsigned playerId, const std::string &playerName, PlayerRights rights) = 0;
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virtual void SignalNetClientPlayerJoined(unsigned playerId, const std::string &playerName, PlayerRights rights) = 0;
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virtual void SignalNetClientPlayerChanged(unsigned playerId, const std::string &newPlayerName) = 0;
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virtual void SignalNetClientPlayerLeft(unsigned playerId, const std::string &playerName) = 0;
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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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