Finally: User supplied avatars are transfered! They are stored on the server and clients request them if needed. Make sure the server has write access to the cache dir to make it work.
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@@ -61,6 +61,7 @@ public:
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void NotifyStartingGame(unsigned gameId);
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void HandleGameRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket);
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void HandleGameRetrieveAvatar(SessionWrapper session, const NetPacketRetrieveAvatar &tmpPacket);
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void RemoveGame(unsigned id);
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@@ -88,6 +89,7 @@ protected:
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void HandleNetPacketAvatarFile(SessionWrapper session, const NetPacketAvatarFile &tmpPacket);
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void HandleNetPacketAvatarEnd(SessionWrapper session, const NetPacketAvatarEnd &tmpPacket);
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void HandleNetPacketRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket);
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void HandleNetPacketRetrieveAvatar(SessionWrapper session, const NetPacketRetrieveAvatar &tmpPacket);
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void HandleNetPacketCreateGame(SessionWrapper session, const NetPacketCreateGame &tmpPacket);
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void HandleNetPacketJoinGame(SessionWrapper session, const NetPacketJoinGame &tmpPacket);
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void EstablishSession(SessionWrapper session);
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