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Simplified applying of lobby packs
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@@ -83,21 +83,13 @@ public:
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/// structure to handle running server and connecting to it
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class CServerHandler : public IServerAPI, public LobbyInfo, public INetworkClientListener, boost::noncopyable
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{
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std::unique_ptr<NetworkClient> networkClient;
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friend class ApplyOnLobbyHandlerNetPackVisitor;
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std::unique_ptr<NetworkClient> networkClient;
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std::shared_ptr<CApplier<CBaseForLobbyApply>> applier;
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std::shared_ptr<boost::recursive_mutex> mx;
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std::list<CPackForLobby *> packsForLobbyScreen; //protected by mx
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std::shared_ptr<CMapInfo> mapToStart;
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std::vector<std::string> myNames;
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std::shared_ptr<HighScoreCalculation> highScoreCalc;
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std::function<void()> onConnectedCallback;
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void threadRunNetwork();
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@@ -110,6 +102,7 @@ class CServerHandler : public IServerAPI, public LobbyInfo, public INetworkClien
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void onConnectionEstablished(const std::shared_ptr<NetworkConnection> &) override;
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void onDisconnected(const std::shared_ptr<NetworkConnection> &) override;
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void applyPackOnLobbyScreen(CPackForLobby & pack);
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public:
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std::shared_ptr<CConnection> c;
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@@ -143,7 +136,6 @@ public:
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void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
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void startLocalServerAndConnect(const std::function<void()> & onConnected);
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void justConnectToServer(const std::string & addr, const ui16 port, const std::function<void()> & onConnected);
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void applyPacksOnLobbyScreen();
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// Helpers for lobby state access
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std::set<PlayerColor> getHumanColors();
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