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cleanups, games work with ISL, now we just need to clean up better when the ISL connection dies
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c9a8429044
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28 changed files with 570 additions and 245 deletions
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@ -73,7 +73,7 @@ private slots:
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void doStartGameIfReady();
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public:
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mutable QMutex gameMutex;
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Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, const QList<int> &_gameTypes, bool _onlyBuddies, bool _onlyRegistered, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server_Room *parent);
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Server_Game(const ServerInfo_User &_creatorInfo, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, const QList<int> &_gameTypes, bool _onlyBuddies, bool _onlyRegistered, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server_Room *parent);
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~Server_Game();
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Server_Room *getRoom() const { return room; }
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ServerInfo_Game getInfo() const;
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@ -94,7 +94,7 @@ public:
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bool getSpectatorsSeeEverything() const { return spectatorsSeeEverything; }
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Response::ResponseCode checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions);
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bool containsUser(const QString &userName) const;
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Server_Player *addPlayer(Server_ProtocolHandler *handler, bool spectator, bool broadcastUpdate = true);
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void addPlayer(Server_AbstractUserInterface *userInterface, ResponseContainer &rc, bool spectator, bool broadcastUpdate = true);
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void removePlayer(Server_Player *player);
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void removeArrowsToPlayer(GameEventStorage &ges, Server_Player *player);
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void unattachCards(GameEventStorage &ges, Server_Player *player);
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