Preparing client use of external avatar servers.
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@@ -56,7 +56,8 @@ void
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ClientThread::Init(
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const string &serverAddress, const string &serverListUrl,
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bool useServerList, unsigned serverPort, bool ipv6, bool sctp,
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const string &pwd, const string &playerName, const string &avatarFile,
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const string &avatarServerAddress, const string &pwd,
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const string &playerName, const string &avatarFile,
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const string &cacheDir)
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{
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if (IsRunning())
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@@ -73,6 +74,7 @@ ClientThread::Init(
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context.SetServerListUrl(serverListUrl);
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context.SetUseServerList(useServerList);
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context.SetServerPort(serverPort);
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context.SetAvatarServerAddr(avatarServerAddress);
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context.SetPassword(pwd);
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context.SetPlayerName(playerName);
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context.SetAvatarFile(avatarFile);
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@@ -517,6 +519,8 @@ ClientThread::RetrieveAvatarIfNeeded(unsigned id, const PlayerInfo &info)
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if (info.hasAvatar && !info.avatar.IsZero() && !GetAvatarManager().HasAvatar(info.avatar))
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{
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m_avatarHasRequestedList.push_back(id); // Never remove from this list. Only request once.
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// TODO: download from avatar server if applicable.
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boost::shared_ptr<NetPacket> retrieveAvatar(new NetPacketRetrieveAvatar);
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NetPacketRetrieveAvatar::Data retrieveAvatarData;
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retrieveAvatarData.requestId = id;
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