Added simple server. Added session establishment (only test code). Added sender thread.
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@@ -36,9 +36,12 @@ void connectToServerDialogImpl::refresh(int actionID) {
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break;
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case MSG_SOCK_RESOLVE_DONE: { label_actionMessage->setText("Connecting to server..."); }
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break;
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case MSG_SOCK_CONNECT_DONE: { label_actionMessage->setText("Connection established."); }
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case MSG_SOCK_CONNECT_DONE: { label_actionMessage->setText("Starting session..."); }
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break;
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default: { label_actionMessage->setText("ERROR"); }
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case MSG_SOCK_SESSION_DONE: { label_actionMessage->setText("Connection established!"); }
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break;
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default: { label_actionMessage->setText("Please wait..."); }
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}
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progressBar->setValue(actionID*(100/MSG_SOCK_LAST));
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@@ -81,6 +84,21 @@ void connectToServerDialogImpl::error(int errorID, int osErrorID) {
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tr("Could not connect to the server."),
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QMessageBox::Close); }
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break;
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case ERR_SOCK_SELECT_FAILED:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Internal network error: \"select\" failed."),
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QMessageBox::Close); }
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break;
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case ERR_SOCK_RECV_FAILED:
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Internal network error: \"recv\" failed."),
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QMessageBox::Close); }
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break;
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{ QMessageBox::warning(this, tr("Network Error"),
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tr("Internal network error: \"send\" failed."),
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QMessageBox::Close); }
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case ERR_SOCK_SEND_FAILED:
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break;
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default: { QMessageBox::warning(this, tr("Network Error"),
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tr("DEFAULT ERROR"),
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QMessageBox::Close); }
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@@ -579,6 +579,8 @@ void mainWindowImpl::callCreateNetworkGameDialog() {
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myCreateNetworkGameDialog->exec();
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//
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if (myCreateNetworkGameDialog->result() == QDialog::Accepted ) {
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mySession->terminateNetworkServer();
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mySession->startNetworkServer();
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//
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// mySession->terminateNetworkClient();
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//
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