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clients can see which setups are made on the server. ( work in progress !)
menu gfx-components can be set editable/non editable now + in addition fixed several memory problems and FOW in scenarios ...)
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@@ -437,7 +437,7 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings){
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{
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serverSocket.stopBroadCastThread();
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NetworkMessageLaunch networkMessageLaunch(gameSettings);
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NetworkMessageLaunch networkMessageLaunch(gameSettings,nmtLaunch);
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broadcastMessage(&networkMessageLaunch);
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}
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@@ -446,6 +446,16 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings){
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return bOkToStart;
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}
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void ServerInterface::broadcastGameSetup(const GameSettings* gameSettings){
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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NetworkMessageLaunch networkMessageLaunch(gameSettings,nmtBroadCastSetup);
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broadcastMessage(&networkMessageLaunch);
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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}
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void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int excludeSlot){
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//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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