Use own lobby chat instead of IRC. First steps, still incomplete.
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@@ -809,18 +809,29 @@ AbstractClientStateReceiving::HandlePacket(boost::shared_ptr<ClientThread> clien
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ChatMessage_t *netMessage = &tmpPacket->GetMsg()->choice.chatMessage;
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string playerName;
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if (netMessage->playerId == 0)
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if (netMessage->chatType.present == chatType_PR_chatTypeBroadcast)
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{
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playerName = "(global notice)";
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client->GetCallback().SignalNetClientGameChatMsg("(global notice)", STL_STRING_FROM_OCTET_STRING(netMessage->chatText));
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client->GetCallback().SignalNetClientLobbyChatMsg("(global notice)", STL_STRING_FROM_OCTET_STRING(netMessage->chatText));
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}
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else
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else if (netMessage->chatType.present == chatType_PR_chatTypeGame)
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{
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boost::shared_ptr<PlayerData> tmpPlayer = client->GetPlayerDataByUniqueId(netMessage->playerId);
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unsigned playerId = netMessage->chatType.choice.chatTypeGame.playerId;
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boost::shared_ptr<PlayerData> tmpPlayer = client->GetPlayerDataByUniqueId(playerId);
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if (tmpPlayer.get())
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playerName = tmpPlayer->GetName();
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if (!playerName.empty())
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client->GetCallback().SignalNetClientGameChatMsg(playerName, STL_STRING_FROM_OCTET_STRING(netMessage->chatText));
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}
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else if (netMessage->chatType.present == chatType_PR_chatTypeLobby)
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{
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unsigned playerId = netMessage->chatType.choice.chatTypeLobby.playerId;
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boost::shared_ptr<PlayerData> tmpPlayer = client->GetPlayerDataByUniqueId(playerId);
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if (tmpPlayer.get())
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playerName = tmpPlayer->GetName();
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if (!playerName.empty())
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client->GetCallback().SignalNetClientLobbyChatMsg(playerName, STL_STRING_FROM_OCTET_STRING(netMessage->chatText));
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}
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if (!playerName.empty())
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client->GetCallback().SignalNetClientChatMsg(playerName, STL_STRING_FROM_OCTET_STRING(netMessage->chatText));
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}
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else if (tmpPacket->GetMsg()->present == PokerTHMessage_PR_dialogMessage)
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{
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