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server code cleanup, changed in-game ping event to not use any bandwidth as long as nothing changes
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@@ -95,7 +95,7 @@ public:
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void setActivePlayer(int _activePlayer);
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void setActivePhase(int _activePhase);
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void nextTurn();
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void postConnectionStatusUpdate(Server_Player *player, bool connectionStatus);
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int getSecondsElapsed() const { return secondsElapsed; }
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QList<ServerInfo_Player> getGameState(Server_Player *playerWhosAsking) const;
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