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Connect signals correctly. (#6124)
Took 58 minutes Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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2 changed files with 2 additions and 1 deletions
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@ -141,6 +141,7 @@ TabGame::TabGame(TabSupervisor *_tabSupervisor,
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void TabGame::connectToGameState()
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{
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connect(game->getGameState(), &GameState::gameStarted, this, &TabGame::startGame);
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connect(game->getGameState(), &GameState::gameStopped, this, &TabGame::stopGame);
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connect(game->getGameState(), &GameState::activePhaseChanged, this, &TabGame::setActivePhase);
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connect(game->getGameState(), &GameState::activePlayerChanged, this, &TabGame::setActivePlayer);
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}
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@ -39,7 +39,7 @@ Player *PlayerManager::addPlayer(int playerId, const ServerInfo_User &info)
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{
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auto *newPlayer = new Player(info, playerId, isLocalPlayer(playerId) || game->getGameState()->getIsLocalGame(),
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isJudge(), getGame());
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connect(newPlayer, &Player::concededChanged, this, &PlayerManager::playerConceded);
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connect(newPlayer, &Player::concededChanged, this, &PlayerManager::onPlayerConceded);
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players.insert(playerId, newPlayer);
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emit playerAdded(newPlayer);
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emit playerCountChanged();
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