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Split CConnection into GameConnection and IGameConnection classes
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@@ -30,16 +30,16 @@
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#include "../lib/callback/CDynLibHandler.h"
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#include "../lib/callback/CGlobalAI.h"
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#include "../lib/callback/IGameInfoCallback.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/mapObjects/army/CArmedInstance.h"
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#include "../lib/mapping/CMapService.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/serializer/GameConnection.h"
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#include <memory>
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#include <vcmi/events/EventBus.h>
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@@ -125,7 +125,6 @@ events::EventBus * CClient::eventBus() const
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void CClient::newGame(std::shared_ptr<CGameState> initializedGameState)
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{
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GAME->server().th->update();
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CMapService mapService;
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assert(initializedGameState);
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gamestate = initializedGameState;
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gamestate->preInit(LIBRARY);
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@@ -148,9 +147,7 @@ void CClient::loadGame(std::shared_ptr<CGameState> initializedGameState)
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logNetwork->info("Game loaded, initialize interfaces.");
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initMapHandler();
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reinitScripting();
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initPlayerEnvironments();
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initPlayerInterfaces();
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}
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