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d390f1b
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Lol the solution looks so simple
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The real struggle was getting GCS installed. It only took me like an hour to figure it out after that.
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What I want to know is how in the living dog sh*t is Qt getting to anything TCPLink, UDPLink, or XBeeLink related, when the only time it's being included is inside Comms.cc, after it's already been compiled into a library. There is virtually no other place it can get to commsocket or network related files...
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connection state manager is in the header for Comms.
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Connection state manager is not including socket-config though...
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Isnt all connection types in comms.h
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No. They are included in the source file.
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Maybe it's just including windows.h?
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No, if that was the case, we would be having a crap ton of issues lulz. Yes, as alex said, they are included in the source file.
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If Qt were including windows.h globally, that is a seriously dim witted solution to simplifying programming gui applications.
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They include windows.h in Joystick.h
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Ahh, you know what, then it was our issue, because console.h was including it when @Jester565 added in socket-config into commsocket. Adding it into GCS code, since I presume they included without using WIN32_LEAN_AND_MEAN, the issue was on the console file.
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Yeah that was my bad but I wish the windows libraries would fix this somehow. I guess there's not much they can do if they are rewriting an entire socket library in the exact same namespace though.
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They arent using joystick i think i commented it out on my commits.
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Perhaps it's one of their many dependencies? Cause I tried putting WINDOWS_LEAN_AND_MEAN in front of all our windows includes.
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@Jester565 Yea unfortunately windows won't be fixing it, simply because their backwards compatibility oath. Winsock2 is just a replacement for winsock, it has all the same api calls, but with added protocols like bluetooth and wlan and stuffs, along with a better implementation with their tcp/ip network that winsock had trouble with. This is a result of poor design of their interface though, in my opinion. that is why we say we need to limit the amount of changes we do in header files. Otherwise you get problems like Angular.js and angular2.js. Not to mentio the Unity engine is known for this as well.