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better ( and dynamically changeable ) default game setups
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@ -41,7 +41,9 @@ const int MASTERSERVER_BROADCAST_MAX_WAIT_RESPONSE_SECONDS = 10;
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const int MASTERSERVER_BROADCAST_PUBLISH_SECONDS = 6;
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const int BROADCAST_MAP_DELAY_SECONDS = 5;
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const int BROADCAST_SETTINGS_SECONDS = 4;
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static const char *SAVED_GAME_FILENAME = "lastCustomGamSettings.mgg";
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static const char *SAVED_GAME_FILENAME = "lastCustomGameSettings.mgg";
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static const char *DEFAULT_GAME_FILENAME = "data/defaultGameSetup.mgg";
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static const char *DEFAULT_NETWORKGAME_FILENAME = "data/defaultNetworkGameSetup.mgg";
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struct FormatString {
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void operator()(string &s) {
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@ -682,6 +684,12 @@ MenuStateCustomGame::MenuStateCustomGame(Program *program, MainMenu *mainMenu,
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publishToMasterserverThread->setUniqueID(__FILE__);
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publishToMasterserverThread->start();
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if(openNetworkSlots==true){
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loadGameSettings(DEFAULT_NETWORKGAME_FILENAME);
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}
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else {
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loadGameSettings(DEFAULT_GAME_FILENAME);
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}
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__);
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}
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@ -1499,9 +1507,9 @@ void MenuStateCustomGame::updateResourceMultiplier(const int index) {
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listBoxRMultiplier[index].setVisible(ct != ctHuman && ct != ctNetwork && ct != ctClosed);
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}
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void MenuStateCustomGame::RestoreLastGameSettings() {
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void MenuStateCustomGame::loadGameSettings(std::string fileName) {
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// Ensure we have set the gamesettings at least once
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GameSettings gameSettings = loadGameSettingsFromFile(SAVED_GAME_FILENAME);
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GameSettings gameSettings = loadGameSettingsFromFile(fileName);
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if(gameSettings.getMap() == "") {
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__);
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@ -1523,6 +1531,10 @@ void MenuStateCustomGame::RestoreLastGameSettings() {
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}
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}
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void MenuStateCustomGame::RestoreLastGameSettings() {
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loadGameSettings(SAVED_GAME_FILENAME);
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}
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void MenuStateCustomGame::PlayNow(bool saveGame) {
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MutexSafeWrapper safeMutex((publishToMasterserverThread != NULL ? publishToMasterserverThread->getMutexThreadObjectAccessor() : NULL),string(__FILE__) + "_" + intToStr(__LINE__));
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if(saveGame == true) {
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@ -246,12 +246,13 @@ private:
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void updateAllResourceMultiplier();
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void updateResourceMultiplier(const int index);
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string getCurrentMapFile();
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GameSettings loadGameSettingsFromFile(std::string fileName);
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void setActiveInputLabel(GraphicLabel *newLable);
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string getHumanPlayerName(int index=-1);
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void loadFactionTexture(string filepath);
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GameSettings loadGameSettingsFromFile(std::string fileName);
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void loadGameSettings(std::string fileName);
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void RestoreLastGameSettings();
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void PlayNow(bool saveGame);
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