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always get next game/replay id from database to avoid id collisions in multi-server mode
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5 changed files with 38 additions and 25 deletions
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@ -9,7 +9,6 @@ class LocalServerInterface : public Server_ProtocolHandler
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{
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Q_OBJECT
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private:
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DeckList *getDeckFromDatabase(int /*deckId*/) { return 0; }
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Response::ResponseCode cmdAddToList(const Command_AddToList & /*cmd*/, ResponseContainer & /*rc*/) { return Response::RespFunctionNotAllowed; }
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Response::ResponseCode cmdRemoveFromList(const Command_RemoveFromList & /*cmd*/, ResponseContainer & /*rc*/) { return Response::RespFunctionNotAllowed; }
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Response::ResponseCode cmdDeckList(const Command_DeckList & /*cmd*/, ResponseContainer & /*rc*/) { return Response::RespFunctionNotAllowed; }
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