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Merge branch 'temp'
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@ -70,7 +70,6 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Cam
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init {
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ImageGetter.setNewRuleset(gameInfo.ruleSet) // so that even if the multiplayerpoller pulls us back into a game after we changed rulesets, the images will be utd
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topBar.setPosition(0f, stage.height - topBar.height)
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topBar.width = stage.width
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@ -125,8 +124,6 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Cam
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stage.addActor(unitActionsTable)
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// still a zombie: createNextTurnButton() // needs civ table to be positioned
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val tileToCenterOn: Vector2 =
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when {
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viewingCiv.cities.isNotEmpty() -> viewingCiv.getCapital().location
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@ -151,7 +148,8 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Cam
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// isDaemon = true, in order to not block the app closing
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// DO NOT use Timer() since this seems to (maybe?) translate to com.badlogic.gdx.utils.Timer? Not sure about this.
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multiPlayerRefresher = timer("multiPlayerRefresh", true, period = 10000) {
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loadLatestMultiplayerState()
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if (game.screen != this@WorldScreen) multiPlayerRefresher?.cancel()
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else loadLatestMultiplayerState()
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}
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}
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@ -231,7 +229,6 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Cam
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}
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private fun loadLatestMultiplayerState() {
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// Since we're on a background thread, all the UI calls in this func need to run from the
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// main thread which has a GL context
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val loadingGamePopup = Popup(this)
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