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NetPlayClient: Make is_connected private
This is only queried, there's no need to expose it for writing. Even if it was written to, a data member shouldn't be part of your public API unless its part of a dumb object or trivial struct.
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3 changed files with 7 additions and 7 deletions
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@ -56,7 +56,8 @@ public:
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void GetPlayerList(std::string& list, std::vector<int>& pid_list);
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std::vector<const Player*> GetPlayers();
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bool is_connected;
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// Called from the GUI thread.
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bool IsConnected() const { return m_is_connected; }
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bool StartGame(const std::string &path);
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bool StopGame();
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@ -135,6 +136,8 @@ private:
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void Disconnect();
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bool Connect();
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bool m_is_connected = false;
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PlayerId m_pid;
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std::map<PlayerId, Player> m_players;
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std::string m_host_spec;
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