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Fix client build
* use regular overloaded methods for client serialization. (serialize template not needed if connection.h already included and save/load code is different)
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@ -32,6 +32,8 @@ struct SharedMem;
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class CClient;
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class CScriptingModule;
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struct CPathsInfo;
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class CISer;
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class COSer;
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namespace boost { class thread; }
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/// structure to handle running server and connecting to it
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@ -236,7 +238,10 @@ public:
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//////////////////////////////////////////////////////////////////////////
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template <typename Handler> void serialize(Handler &h, const int version);
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template <typename Handler> void serialize(Handler &h, const int version, const std::set<PlayerColor>& playerIDs);
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void serialize(COSer &h, const int version);
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void serialize(CISer &h, const int version);
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void serialize(COSer &h, const int version, const std::set<PlayerColor>& playerIDs);
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void serialize(CISer &h, const int version, const std::set<PlayerColor>& playerIDs);
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void battleFinished();
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};
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