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server shouldn't update client ping in local games
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5 changed files with 11 additions and 5 deletions
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@ -27,6 +27,7 @@
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#include "protocol.h"
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class QTimer;
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class Server;
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class Server_Game : public QObject {
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Q_OBJECT
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@ -50,7 +51,7 @@ signals:
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private slots:
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void pingClockTimeout();
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public:
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Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, QObject *parent = 0);
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Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server *parent);
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~Server_Game();
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Server_Player *getCreator() const { return creator; }
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QString getCreatorName() const { return creator ? creator->getPlayerName() : QString(); }
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