Show avatars in network games. User defined avatars are not transfered yet, but this is already prepared for integration.
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@@ -36,11 +36,12 @@ class ReceiverHelper;
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class ClientSenderCallback;
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class Game;
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class NetPacket;
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class AvatarManager;
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class ClientThread : public Thread
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{
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public:
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ClientThread(GuiInterface &gui);
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ClientThread(GuiInterface &gui, AvatarManager &avatarManager);
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virtual ~ClientThread();
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// Set the parameters. Does not do any error checking.
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@@ -52,7 +53,8 @@ public:
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bool ipv6,
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bool sctp,
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const std::string &pwd,
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const std::string &playerName);
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const std::string &playerName,
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const std::string &avatarFile);
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void SendKickPlayer(unsigned playerId);
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void SendLeaveCurrentGame();
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@@ -68,6 +70,7 @@ public:
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ClientCallback &GetCallback();
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GuiInterface &GetGui();
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AvatarManager &GetAvatarManager();
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protected:
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typedef std::map<unsigned, GameInfo> GameInfoMap;
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@@ -133,6 +136,7 @@ private:
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std::auto_ptr<ClientSenderCallback> m_senderCallback;
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ClientState *m_curState;
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GuiInterface &m_gui;
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AvatarManager &m_avatarManager;
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std::auto_ptr<SenderThread> m_sender;
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std::auto_ptr<ReceiverHelper> m_receiver;
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