Trying to fix problem with client active status on rejoin.
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@@ -1694,6 +1694,8 @@ ClientStateWaitHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client
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if (!tmpPlayer)
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if (!tmpPlayer)
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throw ClientException(__FILE__, __LINE__, ERR_NET_UNKNOWN_PLAYER_ID, 0);
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throw ClientException(__FILE__, __LINE__, ERR_NET_UNKNOWN_PLAYER_ID, 0);
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tmpPlayer->setMyUniqueID(idChanged->newPlayerId);
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tmpPlayer->setMyUniqueID(idChanged->newPlayerId);
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// This player is now active again.
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tmpPlayer->setMyActiveStatus(true);
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// Also update the dealer, if necessary.
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// Also update the dealer, if necessary.
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curGame->replaceDealer(idChanged->oldPlayerId, idChanged->newPlayerId);
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curGame->replaceDealer(idChanged->oldPlayerId, idChanged->newPlayerId);
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}
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}
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@@ -1162,7 +1162,7 @@ ClientThread::RemoveDisconnectedPlayers()
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if (tmpPlayer->getMyActiveStatus()) {
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if (tmpPlayer->getMyActiveStatus()) {
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// If a player is not in the player data list, it was disconnected.
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// If a player is not in the player data list, it was disconnected.
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if (!GetPlayerDataByUniqueId(tmpPlayer->getMyUniqueID()).get()) {
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if (!GetPlayerDataByUniqueId(tmpPlayer->getMyUniqueID()).get()) {
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tmpPlayer->setMyCash(0);
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//tmpPlayer->setMyCash(0);
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tmpPlayer->setMyActiveStatus(false);
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tmpPlayer->setMyActiveStatus(false);
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}
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}
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}
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}
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