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code review
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@ -193,7 +193,7 @@ void CPlayerInterface::playerStartsTurn(PlayerColor player)
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void CPlayerInterface::performAutosave()
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{
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std::string id = cb->getStartInfo()->uuid.substr(0, 8);
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std::string id = cb->getStartInfo()->gameUuid.substr(0, 8);
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int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
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if(frequency > 0 && cb->getDate() % frequency == 0)
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@ -49,9 +49,6 @@
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#include "../lib/serializer/Connection.h"
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#include "../lib/serializer/CMemorySerializer.h"
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#include <boost/uuid/uuid.hpp>
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#include <boost/uuid/uuid_io.hpp>
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#include <boost/uuid/uuid_generators.hpp>
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#include <boost/asio.hpp>
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#include "../lib/serializer/Cast.h"
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#include "LobbyClientNetPackVisitors.h"
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@ -80,7 +80,7 @@ struct DLL_LINKAGE StartInfo
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ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack)
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ui32 seedPostInit; //so we know that game is correctly synced at the start; 0 if not known yet
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ui32 mapfileChecksum; //0 if not relevant
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std::string uuid;
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std::string gameUuid;
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ui8 turnTime; //in minutes, 0=unlimited
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std::string mapname; // empty for random map, otherwise name of the map or savegame
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bool createRandomMap() const { return mapGenOptions != nullptr; }
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@ -104,7 +104,7 @@ struct DLL_LINKAGE StartInfo
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h & seedToBeUsed;
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h & seedPostInit;
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h & mapfileChecksum;
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h & uuid;
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h & gameUuid;
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h & turnTime;
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h & mapname;
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h & mapGenOptions;
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@ -50,11 +50,6 @@
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// for applier
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#include "../lib/registerTypes/RegisterTypes.h"
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// UUID generation
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#include <boost/uuid/uuid.hpp>
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#include <boost/uuid/uuid_io.hpp>
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#include <boost/uuid/uuid_generators.hpp>
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#include "../lib/gameState/CGameState.h"
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template<typename T> class CApplyOnServer;
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