QTfrontend/net/newnetclient.h
author Wuzzy <Wuzzy2@mail.ru>
Sun, 05 Jul 2020 02:03:08 +0200
branchui-scaling
changeset 15694 b3c9f5463cee
parent 14924 5119203470f3
child 15908 014f4edd0421
permissions -rw-r--r--
[backport] Chat: Use Ctrl-A for 'select all' again (instead of Ctrl-B) Backport of 783959a6810b to branch ui-scaling by sheepluva
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 */
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#ifndef _NEW_NETCLIENT_INCLUDED
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#define _NEW_NETCLIENT_INCLUDED
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#include <QObject>
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#include <QString>
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#include <QSslSocket>
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#include <QMap>
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#include "team.h"
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#include "game.h" // for GameState
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class GameUIConfig;
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class GameCFGWidget;
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class TeamSelWidget;
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class RoomsListModel;
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class PlayersListModel;
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class QSortFilterProxyModel;
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class QAbstractItemModel;
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extern char delimiter;
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class HWNewNet : public QObject
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{
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        Q_OBJECT
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    public:
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        enum ClientState { Disconnected, Connecting, Redirected, Connected, InLobby, InRoom, InGame, InDemo };
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        HWNewNet();
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        ~HWNewNet();
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        void Connect(const QString & hostName, quint16 port, bool useTls, const QString & nick);
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        void ContinueConnection();
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        void Disconnect();
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        void SendPasswordHash(const QString & hash);
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        void NewNick(const QString & nick);
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        bool isRoomChief();
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        bool isInRoom();
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        ClientState clientState();
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        QString getNick();
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        QString getRoom();
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        QString getHost();
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        RoomsListModel * roomsListModel();
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        QAbstractItemModel * lobbyPlayersModel();
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        QAbstractItemModel * roomPlayersModel();
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        bool allPlayersReady();
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        bool m_private_game;
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    private:
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        bool isChief;
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        QString mynick;
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        QString myroom;
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        QString myhost;
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        QSslSocket NetSocket;
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        QString seed;
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        bool m_game_connected;
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        bool m_nick_registered;
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        bool m_demo_data_pending;
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        RoomsListModel * m_roomsListModel;
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        PlayersListModel * m_playersModel;
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        QSortFilterProxyModel * m_lobbyPlayersModel;
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        QSortFilterProxyModel * m_roomPlayersModel;
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        QString m_lastRoom;
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        QString m_passwordHash;
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        QString m_serverSalt;
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        QString m_clientSalt;
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        QString m_serverHash;
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        QStringList cmdbuf;
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        int  ByteLength(const QString & str);
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        void RawSendNet(const QString & buf);
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        void RawSendNet(const QByteArray & buf);
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        void ParseCmd(const QStringList & lst);        
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        void handleNotice(int n);
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        void maybeSendPassword();
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        ClientState netClientState;
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    signals:
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        void AskForRunGame();
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        void AskForOfficialServerDemo();
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        void connected();
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        void disconnected(const QString & reason);
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        void redirected(quint16 port);
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        void Error(const QString & errmsg);
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        void Warning(const QString & wrnmsg);
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        void NickRegistered(const QString & nick);
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        void NickNotRegistered(const QString & nick);
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        void NickTaken(const QString & nick);
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        void AuthFailed();
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        void EnteredGame();
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        void LeftRoom(const QString & reason);
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        void FromNet(const QByteArray & buf);
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        void adminAccess(bool);
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        void roomMaster(bool);
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        void roomNameUpdated(const QString & name);
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        void askForRoomPassword();
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        void netSchemeConfig(QStringList);
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        void paramChanged(const QString & param, const QStringList & value);
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        void configAsked();
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        void TeamAccepted(const QString&);
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        void AddNetTeam(const HWTeam&);
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        void RemoveNetTeam(const HWTeam&);
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        void hhnumChanged(const HWTeam&);
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        void teamColorChanged(const HWTeam&);
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        void playerInfo(
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            const QString & nick,
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            const QString & ip,
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            const QString & version,
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            const QString & roomInfo);
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        void lobbyChatMessage(const QString & nick, const QString & message);
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        void lobbyChatAction(const QString & nick, const QString & action);
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        void roomChatMessage(const QString & nick, const QString & message);
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        void roomChatAction(const QString & nick, const QString & action);
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        void chatStringFromNet(const QString&);
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        void roomsList(const QStringList&);
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        void serverMessage(const QString &);
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        void serverMessageNew(const QString &);
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        void serverMessageOld(const QString &);
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        void latestProtocolVar(int);
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        void bansList(const QStringList &);
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4c3aad46baa5 Send game parameters by net... Currently it leads to infinite loop, flooding traffic with messages about changes
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        void setMyReadyStatus(bool isReady);
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ee4b28a1861d Show players ready status in chat nick list
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92da587691c9 Workaround queued signals problem in netclient instead. Should fix everything.
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        void messageProcessed();
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    public slots:
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        void ToggleReady();
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        void chatLineToNet(const QString& str);
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688062f1db59 fix/hack so that (own) messages sent in frontend are also visible in the game chat
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        void chatLineToNetWithEcho(const QString&);
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        void chatLineToLobby(const QString& str);
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        void SendTeamMessage(const QString& str);
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        void SendNet(const QByteArray & buf);
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        void AddTeam(const HWTeam & team);
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        void RemoveTeam(const HWTeam& team);
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        void onHedgehogsNumChanged(const HWTeam& team);
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        void onTeamColorChanged(const HWTeam& team);
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        void onParamChanged(const QString & param, const QStringList & value);
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f3fab2b09e0c And in frontend
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        void setServerMessageNew(const QString &);
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        void setServerMessageOld(const QString &);
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        void setLatestProtocolVar(int proto);
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        void askServerVars();
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815a3ff1fe4b Start refactoring some things. Frontend becomes temporarily unusable for network game
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ac5c1f691ce2 Allow user to enter password for the room he joins
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        void JoinRoom(const QString & room, const QString & password);
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312bb4384f33 - Frontend finally learns how to create passworded room
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        void CreateRoom(const QString & room, const QString &password);
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        void updateRoomName(const QString &);
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        void askRoomsList();
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        void gameFinished(bool correcly);
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        void banPlayer(const QString &);
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        void kickPlayer(const QString &);
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047be82b6f67 fix for Bug 91 - Make DELEGATE action available in frontend
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        void delegateToPlayer(const QString &);
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        void infoPlayer(const QString &);
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        void followPlayer(const QString &);
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5123eac2f9d6 - Pass unknown chat commands to server
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        void consoleCommand(const QString &);
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        void startGame();
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        void toggleRestrictJoins();
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        void toggleRestrictTeamAdds();
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        void toggleRegisteredOnly();
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        void partRoom();
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4821897a0f10 big indentation/whitespaces cleanup
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        void clearAccountsCache();
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        void getBanList();
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        void removeBan(const QString &);
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        void banIP(const QString & ip, const QString & reason, int seconds);
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        void banNick(const QString & nick, const QString & reason, int seconds);
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ac5c1f691ce2 Allow user to enter password for the room he joins
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        void roomPasswordEntered(const QString & password);
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73003488240b client/server net pre-alpha
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    private slots:
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        void ClientRead();
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        void OnConnect();
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        void OnDisconnect();
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        void displayError(QAbstractSocket::SocketError socketError);
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};
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#endif // _NEW_NETCLIENT_INCLUDED