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Common/MsgHandler: Namespace code within the Common namespace
Closes another gap in the Common library where code isn't being namespaced under it.
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parent
e7dd46a531
commit
4f1f55093f
15 changed files with 214 additions and 143 deletions
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@ -1049,7 +1049,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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m_save_data_synced_players++;
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if (m_save_data_synced_players >= m_players.size() - 1)
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{
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m_dialog->AppendChat(GetStringT("All players' saves synchronized."));
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m_dialog->AppendChat(Common::GetStringT("All players' saves synchronized."));
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// Saves are synced, check if codes are as well and attempt to start the game
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m_saves_synced = true;
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@ -1061,8 +1061,8 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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case SYNC_SAVE_DATA_FAILURE:
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{
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m_dialog->AppendChat(
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StringFromFormat(GetStringT("%s failed to synchronize.").c_str(), player.name.c_str()));
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m_dialog->AppendChat(StringFromFormat(Common::GetStringT("%s failed to synchronize.").c_str(),
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player.name.c_str()));
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m_dialog->OnGameStartAborted();
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ChunkedDataAbort();
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m_start_pending = false;
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@ -1093,7 +1093,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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{
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if (++m_codes_synced_players >= m_players.size() - 1)
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{
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m_dialog->AppendChat(GetStringT("All players' codes synchronized."));
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m_dialog->AppendChat(Common::GetStringT("All players' codes synchronized."));
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// Codes are synced, check if saves are as well and attempt to start the game
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m_codes_synced = true;
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@ -1105,8 +1105,8 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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case SYNC_CODES_FAILURE:
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{
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m_dialog->AppendChat(StringFromFormat(GetStringT("%s failed to synchronize codes.").c_str(),
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player.name.c_str()));
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m_dialog->AppendChat(StringFromFormat(
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Common::GetStringT("%s failed to synchronize codes.").c_str(), player.name.c_str()));
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m_dialog->OnGameStartAborted();
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m_start_pending = false;
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}
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