File: README.mapstart

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* Client executes the command "map" with the mapname given (SDLBackend::loadMap)
* IGame::mapLoad
* INetwork::openServer
* IFrontend::connect (to your own server) (cl_connect localhost port) (CmdConnect)
* INetwork::openClient
* ClientMap::onConnectionSuccess (IClientCallback)
* Network::update detects new connection on the server side and executes
  IServerCallback::onConnection (SDLBackend)
* IGame::connect
* send LoadMapMessage to new connected client
* client handles the message with LoadMapHandler implementation by sending a
  SpawnMessage to the server and loads the given map on the client side
* server reacts on the SpawnMessage with its SpawnHandler (create new player and
  initialize it)
* server sends MapSettingsMessage to the client
* server sends InitDoneMessage to the client
* server sends InitWaitingMapMessage to the client
* put the player into the spawning queue (that is executed once the match started)
* client stores settings in it's client side map representation
* client can now fully initialize the client side map
* client sends ClientInitMessage to the server once it's ready
* server is now sending the already connected players to the client
* client executes IUIMapWindow::initWaitingForPlayers
* start the map by executing "start" command (Map::startMap) if we are in single
  player mode
* in multiplayer mode the server admin has to trigger the start by forcing it
  with the button that is available
* server reacts with StartMapHandler Map::startMap
* server spawns all the players in the queue
* server sends AddEntityMessage for each spawned player
* server sends StartMapMessage to all connected clients