Preparing server side code for reporting game names.
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@@ -73,6 +73,7 @@ public:
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void DispatchPacket(boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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void HandleGameRetrievePlayerInfo(boost::shared_ptr<SessionData> session, const PlayerInfoRequestMessage_t &playerInfoRequest);
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void HandleGameRetrieveAvatar(boost::shared_ptr<SessionData> session, const AvatarRequestMessage_t &retrieveAvatar);
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void HandleGameReportGame(boost::shared_ptr<SessionData> session, const ReportGameMessage_t &reportGame);
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void HandleChatRequest(boost::shared_ptr<SessionData> session, const ChatRequestMessage_t &chatRequest);
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bool KickPlayerByName(const std::string &playerName);
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@@ -141,6 +142,7 @@ protected:
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void HandleNetPacketRejoinGame(boost::shared_ptr<SessionData> session, bool autoLeave, const RejoinExistingGame_t &rejoinGame);
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void HandleNetPacketChatRequest(boost::shared_ptr<SessionData> session, const ChatRequestMessage_t &chatRequest);
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void HandleNetPacketRejectGameInvitation(boost::shared_ptr<SessionData> session, const RejectGameInvitationMessage_t &reject);
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void HandleNetPacketReportGame(boost::shared_ptr<SessionData> session, const ReportGameMessage_t &report);
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// TODO would be better to use state pattern here.
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void AuthChallenge(boost::shared_ptr<SessionData> session, const std::string &secret);
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void CheckAvatarBlacklist(boost::shared_ptr<SessionData> session);
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