feat: Migrating features from newer implementation
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@@ -43,12 +43,8 @@ class MyApp {
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// All times are given in frames,
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public:
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//----- ServerAutoDetection -----
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static void onServerDetected(const SAD_DetectedServer &p_DetectedServer); // a SPITServer is detected
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static void onServerLost(const SAD_DetectedServer &p_DetectedServer); // a prior detected SPITServer is lost
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//----- Connection -----
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void eventConnectionStatus(string p_ServerID, string p_ServerComputerName, string p_ServerName, int p_ServerStepTime, int p_ConnectionStatus, int p_OldConnectionStatus);
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static void onServerEvent(SPIT_Client::ServerEvent event, const SAD_DetectedServer &p_DetectedServer);
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static void onConnectionStatus(string p_ServerID, string p_ServerComputerName, string p_ServerName, int p_ServerStepTime, int p_ConnectionStatus, int p_OldConnectionStatus);
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//----- Project -----
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static void onStartProjectTransfer();
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@@ -57,12 +53,14 @@ class MyApp {
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static void onProjectClosed(string p_ProjectID);
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//----- SPITType -----
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static bool onCheckSpitTypeVeto(SPIT_Message::ReportSPITType* p_ReportSPITType);
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static void onSpitType(bool p_New, const SPITType &p_SPITType);
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static void onSpitTypeRemote(bool p_New, const SPITType &p_SPITType);
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static void onSpitTypeRemoved(const SPITType &p_SPITType);
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static void onSpitTypeRemoteRemoved(const SPITType &p_SPITType);
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//----- SPITObject -----
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static bool onCheckSpitObjectVeto(SPIT_Message::ReportSPITObject* p_ReportSPITObject);
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static void onSpitObject(bool p_New, const SPITType &p_SPITType, const SPITObject &p_SPITObject);
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static void onSpitObjectRemote(bool p_New, const SPITType &p_SPITType, const SPITObject &p_SPITObject);
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static void onSpitObjectRemoved(const SPITType &p_SPITType, const SPITObject &p_SPITObject);
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@@ -70,7 +68,7 @@ class MyApp {
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//----- Play SPITObjects -----
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static void onPlay(string p_PlayerID, string p_PlayerName, char p_PlayerType, bool p_PlayerIsRunning, long long p_TimeFrames);
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static void onPlayObject(string p_PlayerID, bool p_Started, bool p_Stopped, const SPITType &p_SPITType, const SPITObject &p_SPITObject, const SPITPlayer::PlayObject &p_PlayObject);
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static void onPlaySpitType(string p_PlayerID, string p_SPITTypeID, bool p_PlayerIsRunning, bool p_Started, bool p_Ended, double p_Value);
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//----- Server changes status of one of his REMOTE SPITObjects -----
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// REMOTE only Server->Client RemoteObject's play status
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