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vcmi/launcher/lobby/lobby_moc.h

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/*
* lobby_moc.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
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#pragma once
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#include <QWidget>
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#include "lobby.h"
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namespace Ui {
class Lobby;
}
class Lobby : public QWidget
{
Q_OBJECT
void changeEvent(QEvent *event) override;
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public:
explicit Lobby(QWidget *parent = nullptr);
~Lobby();
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signals:
void enableMod(QString mod);
void disableMod(QString mod);
public slots:
void updateMods();
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private slots:
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void dispatchMessage(QString);
void serverCommand(const ServerCommand &);
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void onMessageSent(QString message);
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void onChannelSwitch(QString channel);
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void on_connectButton_toggled(bool checked);
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void on_newButton_clicked();
void on_joinButton_clicked();
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void on_buttonLeave_clicked();
void on_buttonReady_clicked();
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void onDisconnected();
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void on_sessionsTable_itemSelectionChanged();
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void on_playersList_currentRowChanged(int currentRow);
void on_kickButton_clicked();
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void on_buttonResolve_clicked();
void on_optNewGame_toggled(bool checked);
void on_optLoadGame_toggled(bool checked);
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private:
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QString serverUrl;
int serverPort;
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bool isLoadGameMode = false;
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Ui::Lobby *ui;
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SocketLobby socketLobby;
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QString hostSession;
QString session;
QString username;
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QStringList gameArgs;
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QMap<QString, QString> hostModsMap;
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enum AuthStatus
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{
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AUTH_NONE, AUTH_OK, AUTH_ERROR
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};
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AuthStatus authentificationStatus = AUTH_NONE;
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private:
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QMap<QString, QString> buildModsMap() const;
bool isModAvailable(const QString & modName, const QString & modVersion) const;
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void protocolAssert(bool);
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};