Added error handling for networking stuff. Now checking the player action.
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@@ -555,14 +555,15 @@ ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<
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packet->ToNetPacketRetrieveAvatar()->GetData(retrieveAvatarData);
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NetPacketList tmpList;
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if (client.GetAvatarManager().AvatarFileToNetPackets(
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int avatarError = client.GetAvatarManager().AvatarFileToNetPackets(
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client.GetContext().GetAvatarFile(),
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retrieveAvatarData.requestId,
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tmpList))
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{
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tmpList);
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if (!avatarError)
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client.GetSender().SendLowPrio(client.GetContext().GetSocket(), tmpList);
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}
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// TODO handle error
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else
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throw NetException(avatarError, 0);
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}
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return retVal;
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@@ -716,7 +717,7 @@ ClientStateSynchronizeStart::Process(ClientThread &client)
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}
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int
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ClientStateSynchronizeStart::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
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ClientStateSynchronizeStart::InternalProcess(ClientThread &/*client*/, boost::shared_ptr<NetPacket> packet)
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{
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int retVal = MSG_SOCK_INTERNAL_PENDING;
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