Fixed two avatar related bugs, which were both result of not adding an avatar to the manager when it was configured (a restart was required). Fixed "the server requested a non-existing avatar", and fixed showing own avatar in lobby directly after setting it.
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@@ -967,7 +967,10 @@ void mainWindowImpl::callSettingsDialog() {
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if (myConfig->readConfigInt("ShowRightToolBox")) { groupBox_RightToolBox->show(); }
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else { groupBox_RightToolBox->hide(); }
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//Add avatar (if set)
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mySession->addOwnAvatar(myConfig->readConfigString("MyAvatar"));
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//Falls Spielernamen geändert wurden --> neu zeichnen --> erst beim nächsten Neustart neu ausgelesen
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if (mySettingsDialog->getPlayerNickIsChanged() && mySession->getCurrentGame() && !mySession->isNetworkClientRunning()) {
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+6
-1
@@ -56,7 +56,7 @@ bool Session::init()
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{
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myAvatarManager.reset(new AvatarManager);
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bool retVal = myAvatarManager->Init(myConfig->readConfigString("AppDataDir"), myConfig->readConfigString("CacheDir"));
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myAvatarManager->AddSingleAvatar(myConfig->readConfigString("MyAvatar"));
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addOwnAvatar(myConfig->readConfigString("MyAvatar"));
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myAvatarManager->RemoveOldAvatarCacheEntries();
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return retVal;
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}
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@@ -66,6 +66,11 @@ void Session::init(boost::shared_ptr<AvatarManager> manager)
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myAvatarManager = manager;
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}
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void Session::addOwnAvatar(const std::string &avatarFile)
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{
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myAvatarManager->AddSingleAvatar(avatarFile);
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}
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void Session::startLocalGame(const GameData &gameData, const StartData &startData) {
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myGameType = GAME_TYPE_LOCAL;
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@@ -47,6 +47,8 @@ public:
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bool init();
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void init(boost::shared_ptr<AvatarManager> manager);
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void addOwnAvatar(const std::string &avatarFile);
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void startLocalGame(const GameData &gameData, const StartData &startData);
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void startClientGame(boost::shared_ptr<Game> game);
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