Next steps for invitation system.
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@@ -475,8 +475,20 @@ ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server,
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netInvNotif->playerIdByWhom = session.playerData->GetUniqueId();
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netInvNotif->playerIdWho = netInvite->playerId;
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server->GetLobbyThread().SendToLobbyPlayer(netInvite->playerId, packet);
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bool requestSent = server->GetLobbyThread().SendToLobbyPlayer(netInvite->playerId, packet);
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server->SendToAllPlayers(packet, SessionData::Game);
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if (!requestSent)
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{
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// Player is not in lobby - send reject message.
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boost::shared_ptr<NetPacket> p2(new NetPacket(NetPacket::Alloc));
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p2->GetMsg()->present = PokerTHMessage_PR_rejectInvNotifyMessage;
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RejectInvNotifyMessage_t *netRejNotif = &p2->GetMsg()->choice.rejectInvNotifyMessage;
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netRejNotif->gameId = netInvite->gameId;
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netRejNotif->playerId = netInvite->playerId;
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netRejNotif->playerRejectReason = RejectGameInvReason_busy;
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server->SendToAllPlayers(p2, SessionData::Game);
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}
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}
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}
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else if (packet->GetMsg()->present == PokerTHMessage_PR_resetTimeoutMessage)
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