Add protocol message if a game name is already in use.
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@@ -1397,6 +1397,9 @@ ClientStateWaitJoin::InternalHandlePacket(boost::shared_ptr<ClientThread> client
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case joinGameFailureReason_notInvited :
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failureCode = NTF_NET_JOIN_NOT_INVITED;
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break;
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case joinGameFailureReason_gameNameInUse :
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failureCode = NTF_NET_JOIN_GAME_NAME_IN_USE;
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break;
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default :
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failureCode = NTF_NET_INTERNAL;
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break;
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@@ -1856,6 +1856,9 @@ ServerLobbyThread::SendJoinGameFailed(boost::shared_ptr<SessionData> s, unsigned
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case NTF_NET_JOIN_NOT_INVITED :
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joinFailed->joinGameFailureReason = joinGameFailureReason_notInvited;
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break;
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case NTF_NET_JOIN_GAME_NAME_IN_USE :
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joinFailed->joinGameFailureReason = joinGameFailureReason_gameNameInUse;
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break;
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default :
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joinFailed->joinGameFailureReason = joinGameFailureReason_invalidGame;
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break;
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@@ -113,6 +113,7 @@
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#define NTF_NET_JOIN_INVALID_PASSWORD 213
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#define NTF_NET_JOIN_GUEST_FORBIDDEN 214
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#define NTF_NET_JOIN_NOT_INVITED 215
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#define NTF_NET_JOIN_GAME_NAME_IN_USE 216
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// Notifications - version
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#define NTF_NET_NEW_RELEASE_AVAILABLE 220
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