Commit 48ee5bac authored by Eiko Oltmanns's avatar Eiko Oltmanns

removed old code, that is now unneeded after the model refactoring

parent ce7d5429
......@@ -19,14 +19,11 @@
#include "dedicatedserver.h"
#include "game/logic/clientevents.h"
#include "utility/listhelpers.h"
#include "defines.h"
#include "utility/files.h"
#include "netmessage.h"
#include "netmessage2.h"
#include "network.h"
#include "game/logic/serverevents.h"
#include "game/data/report/savedreportchat.h"
#include "servergame.h"
......@@ -396,7 +393,7 @@ void cDedicatedServer::pushMessage (std::unique_ptr<cNetMessage2> message)
}
//------------------------------------------------------------------------
bool cDedicatedServer::handleDedicatedServerEvents (cNetMessage& message)
bool cDedicatedServer::handleDedicatedServerEvents (cNetMessage2& message)
{
switch (message.getType())
{
......@@ -481,7 +478,7 @@ void cDedicatedServer::sendChatMessage (const string& text, int type, int socket
}
//------------------------------------------------------------------------
void cDedicatedServer::doAutoSave (cServer& server)
void cDedicatedServer::doAutoSave (cServer2& server)
{
//TODO: reimplement
//cSavegame Savegame (kAutoSaveSlot); // dedicated server autosaves are always in slot kAutoSaveSlot
......
......@@ -32,6 +32,7 @@ class cTCP;
class cServer;
class cServerGame;
class cNetMessage;
class cServer2;
//------------------------------------------------------------------------
/** cDedicatedServer class manages the server resources and handles command line input.
......@@ -45,7 +46,7 @@ public:
void run();
void pushMessage (std::unique_ptr<cNetMessage2> message);
void doAutoSave (cServer& server);
void doAutoSave (cServer2& server);
//------------------------------------------------------------------------
protected:
......@@ -84,7 +85,7 @@ protected:
void loadSaveGame (int saveGameNumber);
void saveGame (int saveGameNumber);
bool handleDedicatedServerEvents (cNetMessage& message);
bool handleDedicatedServerEvents (cNetMessage2& message);
void sendChatMessage (const std::string& text, int type, int socket = -1);
std::unique_ptr<cDedicatedServerConfig> configuration;
......
......@@ -20,14 +20,10 @@
#include "game/data/base/base.h"
#include "game/data/units/building.h"
#include "game/logic/clientevents.h"
#include "utility/listhelpers.h"
#include "utility/log.h"
#include "game/data/map/map.h"
#include "netmessage.h"
#include "game/data/player/player.h"
#include "game/logic/server.h"
#include "game/logic/serverevents.h"
#include "game/data/report/savedreportsimple.h"
#include "game/data/report/special/savedreportresourcechanged.h"
#include "utility/crc.h"
......
......@@ -26,8 +26,6 @@
#include "utility/signal/signal.h"
#include "utility/serialization/serialization.h"
class cNetMessage;
enum class eGameSettingsResourceAmount
{
Limited,
......
......@@ -23,9 +23,6 @@
#include "game/data/units/building.h"
#include "game/logic/client.h"
#include "utility/listhelpers.h"
#include "netmessage.h"
#include "game/logic/server.h"
#include "game/logic/serverevents.h"
#include "game/data/units/vehicle.h"
#include "game/data/report/savedreport.h"
#include "game/logic/turncounter.h"
......
......@@ -19,7 +19,6 @@
#include "game/data/report/savedreportchat.h"
#include "netmessage.h"
#include "game/data/player/player.h"
//------------------------------------------------------------------------------
......
......@@ -19,7 +19,6 @@
#include "game/data/report/savedreportsimple.h"
#include "netmessage.h"
#include "main.h" //lngPack
//------------------------------------------------------------------------------
......
......@@ -19,7 +19,6 @@
#include "main.h"
#include "game/data/report/special/savedreporthostcommand.h"
#include "netmessage.h"
//------------------------------------------------------------------------------
cSavedReportHostCommand::cSavedReportHostCommand (std::string command_) :
......
......@@ -18,7 +18,6 @@
***************************************************************************/
#include "game/data/report/special/savedreportplayerdefeated.h"
#include "netmessage.h"
#include "game/data/player/player.h"
//------------------------------------------------------------------------------
......
......@@ -18,7 +18,6 @@
***************************************************************************/
#include "game/data/report/special/savedreportplayerwins.h"
#include "netmessage.h"
#include "game/data/player/player.h"
//------------------------------------------------------------------------------
......
......@@ -18,7 +18,6 @@
***************************************************************************/
#include "game/data/report/special/savedreportturnstart.h"
#include "netmessage.h"
#include "game/data/player/player.h"
#include "ui/sound/soundmanager.h"
#include "ui/sound/effects/soundeffectvoice.h"
......
......@@ -18,7 +18,6 @@
***************************************************************************/
#include "game/data/report/special/savedreportupgraded.h"
#include "netmessage.h"
#include "game/data/player/player.h"
//------------------------------------------------------------------------------
......
......@@ -19,7 +19,6 @@
#include "game/data/report/unit/savedreportattacked.h"
#include "game/data/units/unit.h"
#include "netmessage.h"
#include "ui/sound/soundmanager.h"
#include "ui/sound/effects/soundeffectvoice.h"
#include "sound.h"
......
......@@ -19,7 +19,6 @@
#include "game/data/report/unit/savedreportattackingenemy.h"
#include "game/data/units/unit.h"
#include "netmessage.h"
#include "ui/sound/soundmanager.h"
#include "ui/sound/effects/soundeffectvoice.h"
#include "sound.h"
......
......@@ -19,7 +19,6 @@
#include "game/data/report/unit/savedreportdestroyed.h"
#include "game/data/units/unit.h"
#include "netmessage.h"
#include "ui/sound/soundmanager.h"
#include "ui/sound/effects/soundeffectvoice.h"
#include "sound.h"
......
......@@ -19,7 +19,6 @@
#include "game/data/report/unit/savedreportdisabled.h"
#include "game/data/units/unit.h"
#include "netmessage.h"
#include "ui/sound/soundmanager.h"
#include "ui/sound/effects/soundeffectvoice.h"
#include "sound.h"
......
......@@ -21,15 +21,11 @@
#include "game/data/units/building.h"
#include "game/logic/client.h"
#include "game/logic/clientevents.h"
#include "utility/listhelpers.h"
#include "game/logic/fxeffects.h"
#include "main.h"
#include "netmessage.h"
#include "pcx.h"
#include "game/data/player/player.h"
#include "game/logic/server.h"
#include "game/logic/serverevents.h"
#include "settings.h"
#include "game/logic/upgradecalculator.h"
#include "game/data/units/vehicle.h"
......
......@@ -39,7 +39,6 @@ class cPlayer;
class cVehicle;
class cMap;
class cMapField;
class cServer;
class cSubBase;
class cCrossPlattformRandom;
......
......@@ -23,7 +23,6 @@
#include "game/logic/attackjob.h"
#include "game/logic/client.h"
#include "game/logic/clientevents.h"
#include "game/data/map/map.h"
#include "game/data/player/player.h"
#include "game/data/map/mapview.h"
......
......@@ -31,7 +31,6 @@ class cMap;
class cMapView;
class cMapField;
class cPlayer;
class cServer;
class cVehicle;
template<typename> class cBox;
class cSoundManager;
......
......@@ -23,7 +23,6 @@
#include "game/logic/attackjob.h"
#include "game/data/units/building.h"
#include "game/logic/client.h"
#include "game/logic/clientevents.h"
#include "utility/listhelpers.h"
#include "utility/files.h"
#include "game/logic/fxeffects.h"
......@@ -31,7 +30,6 @@
#include "game/data/map/map.h"
#include "pcx.h"
#include "game/data/player/player.h"
#include "game/logic/server.h"
#include "settings.h"
#include "video.h"
#include "sound.h"
......
......@@ -33,15 +33,11 @@
#include "game/data/units/unit.h"
#include "sound.h"
class cAutoMJob;
class cBuilding;
class cClientMoveJob;
class cMap;
class cStaticMap;
class cMapField;
class cPlayer;
class cServer;
class cServerMoveJob;
class cApplication;
class cSoundManager;
class cMoveJob;
......
This diff is collapsed.
......@@ -33,13 +33,10 @@
class cBuilding;
class cCasualtiesTracker;
class cAttackJob;
class cClientMoveJob;
class cAutoMJob;
class cFx;
class cFxContainer;
class cJob;
class cMap;
class cNetMessage;
class cPlayer;
class cStaticMap;
class cPlayerBasicData;
......@@ -59,7 +56,6 @@ Uint32 TimerCallback (Uint32 interval, void* arg);
class cClient : public INetMessageReceiver
{
friend class cDebugOutputWidget;
friend class cPlayer;
public:
cClient (std::shared_ptr<cConnectionManager> connectionManager);
~cClient();
......@@ -73,7 +69,7 @@ public:
void setMap(std::shared_ptr<cStaticMap> staticMap);
void setPlayers(const std::vector<cPlayerBasicData>& splayers, size_t activePlayerNr);
unsigned int getNetMessageQueueSize() const { return static_cast<unsigned int>(eventQueue.safe_size()); };
unsigned int getNetMessageQueueSize() const { return static_cast<unsigned int>(eventQueue2.safe_size()); };
virtual void pushMessage(std::unique_ptr<cNetMessage2> message) MAXR_OVERRIDE_FUNCTION;
//
......@@ -87,42 +83,17 @@ public:
void removeSurveyorMoveJob (const cVehicle& vehicle);
void recreateSurveyorMoveJobs();
/**
* sends the netMessage to the server.
*@author Eiko
*@param message The netMessage to be send.
*/
void sendNetMessage (std::unique_ptr<cNetMessage> message) const;
/**
* sends a serialized copy of the netmessage to the server.
*/
void sendNetMessage(cNetMessage2& message) const;
void sendNetMessage(cNetMessage2&& message) const;
/**
* gets the vehicle with the ID
*@author alzi alias DoctorDeath
*@param iID The ID of the vehicle
*/
cVehicle* getVehicleFromID (unsigned int id) const;
cBuilding* getBuildingFromID (unsigned int id) const;
cUnit* getUnitFromID (unsigned int id) const;
void handleNetMessages();
void runClientJobs(const cModel& model);
/**
* processes everything that is need for this netMessage
*@author alzi alias DoctorDeath
*@param message The netMessage to be handled.
*@return 0 for success
*/
int handleNetMessage (cNetMessage& message);
void addFx (std::shared_ptr<cFx> fx, bool playSound = true);
const std::shared_ptr<cGameTimerClient>& getGameTimer() const { return gameTimer; }
void loadModel(int saveGameNumber, int playerNr);
......@@ -139,37 +110,13 @@ public:
private:
void handleSurveyorMoveJobs();
/**
* gets the subbase with the id
*@author alzi alias DoctorDeath
*@param iID Id of the subbase
*/
cSubBase* getSubBaseFromID (int iID);
void HandleNetMessage_GAME_EV_DEL_BUILDING (cNetMessage& message);
void HandleNetMessage_GAME_EV_DEL_VEHICLE (cNetMessage& message);
void HandleNetMessage_GAME_EV_UNIT_DATA (cNetMessage& message);
void HandleNetMessage_GAME_EV_SPECIFIC_UNIT_DATA (cNetMessage& message);
void HandleNetMessage_GAME_EV_RESOURCES (cNetMessage& message);
void HandleNetMessage_GAME_EV_MARK_LOG (cNetMessage& message);
void HandleNetMessage_GAME_EV_ADD_RUBBLE (cNetMessage& message);
void HandleNetMessage_GAME_EV_NOFOG (cNetMessage& message);
void HandleNetMessage_GAME_EV_DEFEATED (cNetMessage& message);
void HandleNetMessage_GAME_EV_DEL_PLAYER (cNetMessage& message);
void HandleNetMessage_GAME_EV_UNIT_UPGRADE_VALUES (cNetMessage& message);
void HandleNetMessage_GAME_EV_CREDITS_CHANGED (cNetMessage& message);
void HandleNetMessage_GAME_EV_UPGRADED_BUILDINGS (cNetMessage& message);
void HandleNetMessage_GAME_EV_UPGRADED_VEHICLES (cNetMessage& message);
void HandleNetMessage_GAME_EV_REVEAL_MAP (cNetMessage& message);
private:
cModel model;
cSignalConnectionManager signalConnectionManager;
cServer* server;
std::shared_ptr<cConnectionManager> connectionManager;
cConcurrentQueue<std::unique_ptr<cNetMessage>> eventQueue;
cConcurrentQueue<std::unique_ptr<cNetMessage2>> eventQueue2;
std::shared_ptr<cGameTimerClient> gameTimer;
......
/***************************************************************************
* Mechanized Assault and Exploration Reloaded Projectfile *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "game/logic/clientevents.h"
#include "game/data/units/building.h"
#include "game/data/units/landingunit.h"
#include "game/logic/client.h"
#include "utility/log.h"
#include "netmessage.h"
#include "network.h"
#include "game/data/player/player.h"
#include "game/data/units/vehicle.h"
#include "utility/position.h"
#include "game/data/report/savedreport.h"
#include "ui/graphical/game/gameguistate.h"
#include "../data/report/savedreportchat.h"
using namespace std;
void sendChatMessageToServer (const cClient& client, const string& msg, const cPlayer& player)
{
cNetMessageReport netMsg(std::make_unique<cSavedReportChat>(player, msg));
client.sendNetMessage (netMsg);
}
void sendAbortWaiting (const cClient& client)
{
auto message = std::make_unique<cNetMessage> (GAME_EV_ABORT_WAITING);
client.sendNetMessage (std::move (message));
}
//------------------------------------------------------------------------
void sendUpgradeBuilding (const cClient& client, const cBuilding& building, bool upgradeAll)
{
if (building.getOwner() == 0)
return;
const cDynamicUnitData& currentVersion = building.data;
const cDynamicUnitData& upgradedVersion = *building.getOwner()->getUnitDataCurrentVersion (building.data.getId());
if (currentVersion.getVersion() >= upgradedVersion.getVersion())
return; // already uptodate
auto msg = std::make_unique<cNetMessage> (GAME_EV_WANT_BUILDING_UPGRADE);
msg->pushBool (upgradeAll);
msg->pushInt32 (building.iID);
client.sendNetMessage (std::move (msg));
}
void sendWantUpgrade (const cClient& client, int buildingID, int storageSlot, bool upgradeAll)
{
auto message = std::make_unique<cNetMessage> (GAME_EV_WANT_VEHICLE_UPGRADE);
message->pushInt32 (buildingID);
if (!upgradeAll) message->pushInt16 (storageSlot);
message->pushBool (upgradeAll);
client.sendNetMessage (std::move (message));
}
void sendRequestCasualtiesReport (const cClient& client)
{
auto message = std::make_unique<cNetMessage> (GAME_EV_REQUEST_CASUALTIES_REPORT);
client.sendNetMessage (std::move (message));
}
void sentWantKickPlayer (const cClient& client, const cPlayer& player)
{
auto message = std::make_unique<cNetMessage> (GAME_EV_WANT_KICK_PLAYER);
message->pushInt32 (player.getId());
client.sendNetMessage (std::move (message));
}
/***************************************************************************
* Mechanized Assault and Exploration Reloaded Projectfile *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#ifndef game_logic_clienteventsH
#define game_logic_clienteventsH
#include <array>
#include "defines.h"
#include "network.h"
#include "game/logic/serverevents.h"
#include "game/logic/upgradecalculator.h"
class cBuildListItem;
class cUnit;
class cClient;
class cPosition;
class cSavedReport;
class cGameGuiState;
struct sLandingUnit;
class cPlayer;
enum CLIENT_EVENT_TYPES
{
// Types between FIRST_CLIENT_MESSAGE and FIRST_MENU_MESSAGE are for the client
GAME_EV_DEL_BUILDING = 102, // deletes a building
GAME_EV_DEL_VEHICLE, // deletes a vehicle
GAME_EV_UNIT_DATA, // set new data values for a vehicle
GAME_EV_SPECIFIC_UNIT_DATA, // more specific unit values which are only for the owner
GAME_EV_UNIT_UPGRADE_VALUES, // message contains upgraded values for a unit
GAME_EV_RESOURCES, // a message with new scaned resources for a client
GAME_EV_MARK_LOG, // marks a position in the logfile
GAME_EV_ADD_RUBBLE, // adds a rubble field to the client
GAME_EV_NOFOG, // the player can disable his fog
GAME_EV_DEFEATED, // a player has been defeated
GAME_EV_DEL_PLAYER, // a client has to delete a player
GAME_EV_HUD_SETTINGS, // hud settings for a client
GAME_EV_CREDITS_CHANGED, // the credits of a player changed (e.g. because he bought upgrades)
GAME_EV_UPGRADED_BUILDINGS, // the buildings in the msg have been upgraded to the current version
GAME_EV_UPGRADED_VEHICLES, // the vehicles in the msg have been upgraded to the current version
GAME_EV_CASUALTIES_REPORT, // sends the casualties stats to a client
GAME_EV_REVEAL_MAP, // a client should reveal the whole map
};
enum CHAT_MESSAGE_TYPES
{
USER_MESSAGE,
SERVER_ERROR_MESSAGE,
SERVER_INFO_MESSAGE,
};
/**
* Generates a event with a chat message and pushes it to the event queue or sends it over TCP/IP if necessary
*@param sMsg the chat message.
*/
void sendChatMessageToServer(const cClient& client, const std::string& msg, const cPlayer& player);
/**
* sends a request for building all vehicles in the buildlist of the building
*@author alzi alias DoctorDeath
*/
void sendWantBuildList (const cClient& client, const cBuilding& building, const std::vector<cBuildListItem>& buildList, bool bRepeat, int buildSpeed);
/**
* sends that the client wants to exit the finished vehicle
*@author alzi alias DoctorDeath
*/
void sendWantExitFinishedVehicle (const cClient& client, const cBuilding& building, const cPosition& position);
/**
* sends that the client wants to abort waiting for the reconnect of a disconnected player
*@author alzi alias DoctorDeath
*/
void sendAbortWaiting (const cClient& client);
void sendRequestCasualtiesReport (const cClient& client);
void sendUpgradeBuilding (const cClient& client, const cBuilding& building, bool upgradeAll);
void sendWantUpgrade (const cClient& client, int buildingID, int storageSlot, bool upgradeAll);
void sentWantKickPlayer (const cClient& client, const cPlayer& player);
#endif // game_logic_clienteventsH
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/***************************************************************************
* Mechanized Assault and Exploration Reloaded Projectfile *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#ifndef game_logic_servereventsH
#define game_logic_servereventsH
#include <string>
#include "defines.h"
#include "main.h" // for sID
#include "game/logic/upgradecalculator.h" // cResearch::ResearchArea
#include "network.h"
#include "endmoveaction.h"
class cBuilding;
class cHud;
class cMap;
class cNetMessage;
class cResearch;
class cUnit;
class cSavedReport;
class cGameGuiState;
class cSubBase;
class cServer;
class cPosition;
class cPlayer;
struct sID;
enum SERVER_EVENT_TYPES
{
// Types between FIRST_SERVER_MESSAGE and FIRST_CLIENT_MESSAGE are for the serverserver
GAME_EV_WANT_MARK_LOG = 209, // marks a position in the log file
GAME_EV_WANT_VEHICLE_UPGRADE, // a client wants to upgrade a vehicle in a building to the newest version
GAME_EV_ABORT_WAITING, // the player wants to abort waiting for the reconnect of a disconnected player
GAME_EV_WANT_BUY_UPGRADES, // a client wants to buy gold upgrades for units
GAME_EV_WANT_BUILDING_UPGRADE, // a client wants to upgrade one or more buildings to the newest version
GAME_EV_WANT_KICK_PLAYER,
// DEDICATED_SERVER
GAME_EV_WANT_DISCONNECT, // the player wants to disconnect (but later reconnect to the dedicated server)
GAME_EV_REQUEST_CASUALTIES_REPORT, // a client wants to have the current casualties data
};
/**
* Sends an event to a player that a unit has to be deleted
*@param unit unit that has to be deleted
*@param receiver The player who should receive this event.
* Null for all player who can see the unit
*/
void sendDeleteUnit (cServer& server, const cUnit& unit, const cPlayer* receiver);
void sendDeleteUnitMessage (cServer& server, const cUnit& unit, const cPlayer& receiver);
/**
* adds a rubble object to the client
*/
void sendAddRubble (cServer& server, const cBuilding& building, const cPlayer& receiver);
void sendSpecificUnitData (cServer& server, const cVehicle& Vehicle);
/**
* sends the resourcedata of new scaned fields around the unit to a client
*@author alzi alias DoctorDeath
*/
void sendVehicleResources (cServer& server, const cVehicle& vehicle);
void sendResources (cServer& server, const cPlayer& player);
/**
* sends that the player has to set his hole ScanMap to 1
*@author alzi alias DoctorDeath
*/
void sendNoFog (cServer& server, const cPlayer& receiver);
/**
* sends that a player has been defeated
*@author alzi alias DoctorDeath
*/
void sendDefeated (cServer& server, const cPlayer& player, const cPlayer* receiver = nullptr);
/**
* sends that a player has to be deleted
*@author alzi alias DoctorDeath
*/
void sendDeletePlayer (cServer& server, const cPlayer& player, const cPlayer* receiver);
void sendUnitUpgrades (cServer& server, const cDynamicUnitData& Data, const cPlayer& receiver);
void sendCredits (cServer& server, int newCredits, const cPlayer& receiver);
void sendUpgradeBuildings (cServer& server, const std::vector<cBuilding*>& upgradedBuildings, int totalCosts, const cPlayer& receiver);
void sendUpgradeVehicles (cServer& server, const std::vector<cVehicle*>& upgradedVehicles, int totalCosts, unsigned int storingBuildingID, const cPlayer& receiver);
void sendRevealMap (cServer& server, const cPlayer& receiver);
#endif // game_logic_servereventsH
......@@ -19,7 +19,6 @@
#include "game/startup/local/hotseat/localhotseatgame.h"
#include "game/logic/client.h"
#include "game/logic/server.h"
#include "game/data/savegame.h"
#include "loaddata.h"
......@@ -28,7 +27,7 @@ cLocalHotSeatGame::~cLocalHotSeatGame()
{
if (server)
{
server->stop();
//server->stop();
}
}
......
......@@ -27,7 +27,7 @@
#include "game/startup/game.h"
#include "maxrconfig.h"
#include "ui/graphical/game/control/gameguicontroller.h"
#include "game/logic/server.h"
#include "game/logic/server2.h"
class cClient;
......@@ -40,7 +40,7 @@ public:
protected:
std::vector<std::shared_ptr<cClient>> clients;
std::unique_ptr<cServer> server;
std::unique_ptr<cServer2> server;
std::unique_ptr<cGameGuiController> gameGuiController;
};
......
......@@ -21,12 +21,11 @@
#include "game/data/gamesettings.h"
#include "ui/graphical/application.h"
#include "game/logic/client.h"
#include "game/logic/server.h"
#include "game/logic/server2.h"
#include "game/data/player/player.h"