Ignore additional "leave game" messages if the player is in the lobby (part of issue #134).
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@@ -938,13 +938,15 @@ ServerLobbyThread::HandlePacket(boost::shared_ptr<SessionData> session, boost::s
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HandleNetPacketJoinGame(session, joinRequest->autoLeave, joinRequest->joinGameAction.choice.joinExistingGame);
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HandleNetPacketJoinGame(session, joinRequest->autoLeave, joinRequest->joinGameAction.choice.joinExistingGame);
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else if (joinRequest->joinGameAction.present == joinGameAction_PR_rejoinExistingGame)
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else if (joinRequest->joinGameAction.present == joinGameAction_PR_rejoinExistingGame)
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HandleNetPacketRejoinGame(session, joinRequest->autoLeave, joinRequest->joinGameAction.choice.rejoinExistingGame);
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HandleNetPacketRejoinGame(session, joinRequest->autoLeave, joinRequest->joinGameAction.choice.rejoinExistingGame);
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} else if (packet->GetMsg()->present == PokerTHMessage_PR_chatRequestMessage)
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} else if (packet->GetMsg()->present == PokerTHMessage_PR_chatRequestMessage) {
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HandleNetPacketChatRequest(session, packet->GetMsg()->choice.chatRequestMessage);
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HandleNetPacketChatRequest(session, packet->GetMsg()->choice.chatRequestMessage);
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else if (packet->GetMsg()->present == PokerTHMessage_PR_rejectGameInvitationMessage)
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} else if (packet->GetMsg()->present == PokerTHMessage_PR_rejectGameInvitationMessage) {
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HandleNetPacketRejectGameInvitation(session, packet->GetMsg()->choice.rejectGameInvitationMessage);
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HandleNetPacketRejectGameInvitation(session, packet->GetMsg()->choice.rejectGameInvitationMessage);
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else if (packet->GetMsg()->present == PokerTHMessage_PR_reportGameMessage)
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} else if (packet->GetMsg()->present == PokerTHMessage_PR_reportGameMessage) {
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HandleNetPacketReportGame(session, packet->GetMsg()->choice.reportGameMessage);
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HandleNetPacketReportGame(session, packet->GetMsg()->choice.reportGameMessage);
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else
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} else if (packet->GetMsg()->present == PokerTHMessage_PR_leaveGameRequestMessage) {
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// Ignore "leave game" in this state.
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} else
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SessionError(session, ERR_SOCK_INVALID_STATE);
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SessionError(session, ERR_SOCK_INVALID_STATE);
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}
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}
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}
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}
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