(Hopefully) fixing guest & game admin stuff.
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@@ -326,11 +326,7 @@ ServerGameStateInit::HandleNewSession(boost::shared_ptr<ServerGame> server, Sess
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}
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else
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{
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if (session.playerData->GetUniqueId() == server->GetAdminPlayerId())
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{
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// This is the admin player.
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session.playerData->SetRights(PLAYER_RIGHTS_ADMIN);
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}
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session.playerData->SetGameAdmin(session.playerData->GetUniqueId() == server->GetAdminPlayerId());
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// Send ack to client.
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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@@ -339,7 +335,7 @@ ServerGameStateInit::HandleNewSession(boost::shared_ptr<ServerGame> server, Sess
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netJoinReply->gameId = server->GetId();
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netJoinReply->joinGameResult.present = joinGameResult_PR_joinGameAck;
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JoinGameAck_t *joinAck = &netJoinReply->joinGameResult.choice.joinGameAck;
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joinAck->yourRights = static_cast<PlayerInfoRights>(session.playerData->GetRights());
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joinAck->areYouGameAdmin = static_cast<PlayerInfoRights>(session.playerData->IsGameAdmin());
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NetPacket::SetGameData(server->GetGameData(), &joinAck->gameInfo);
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OCTET_STRING_fromBuf(
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@@ -445,7 +441,7 @@ ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server,
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for (int i = 1; i <= remainingSlots; i++)
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{
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boost::shared_ptr<PlayerData> tmpPlayerData(
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new PlayerData(server->GetLobbyThread().GetNextUniquePlayerId(), 0, PLAYER_TYPE_COMPUTER, PLAYER_RIGHTS_NORMAL));
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new PlayerData(server->GetLobbyThread().GetNextUniquePlayerId(), 0, PLAYER_TYPE_COMPUTER, PLAYER_RIGHTS_NORMAL, false));
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ostringstream name;
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name << SERVER_COMPUTER_PLAYER_NAME << i;
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@@ -488,7 +484,7 @@ ServerGameStateInit::CreateNetPacketPlayerJoined(unsigned gameId, const PlayerDa
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netGamePlayer->gamePlayerNotification.present = gamePlayerNotification_PR_gamePlayerJoined;
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GamePlayerJoined_t *playerJoined = &netGamePlayer->gamePlayerNotification.choice.gamePlayerJoined;
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playerJoined->playerId = playerData.GetUniqueId();
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playerJoined->curPlayerRights = static_cast<PlayerInfoRights>(playerData.GetRights());
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playerJoined->isGameAdmin = playerData.IsGameAdmin();
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return packet;
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}
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