The subscribe/unsubscribe lobby messages system has been integrated in the client.
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@@ -1017,9 +1017,8 @@ ClientStateSynchronizeStart::Process(ClientThread &client)
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boost::shared_ptr<NetPacket> startAck(new NetPacketStartEventAck);
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client.GetSender().Send(client.GetContext().GetSessionData(), startAck);
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// Unsubscribe lobby messages.
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// TODO
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//boost::shared_ptr<NetPacket> unsubscr(new NetPacketUnsubscribeGameList);
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//client.GetSender().Send(client.GetContext().GetSessionData(), unsubscr);
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boost::shared_ptr<NetPacket> unsubscr(new NetPacketUnsubscribeGameList);
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client.GetSender().Send(client.GetContext().GetSessionData(), unsubscr);
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client.SetState(ClientStateWaitStart::Instance());
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}
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@@ -1150,6 +1149,12 @@ ClientStateWaitHand::InternalProcess(ClientThread &client, boost::shared_ptr<Net
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if (!tmpPlayer)
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throw ClientException(__FILE__, __LINE__, ERR_NET_UNKNOWN_PLAYER_ID, 0);
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client.GetGui().logPlayerWinGame(tmpPlayer->getMyName(), curGame->getMyGameID());
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// Clear game info map as it is outdated.
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client.ClearGameInfoMap();
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// Resubscribe Lobby messages.
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boost::shared_ptr<NetPacket> resubscr(new NetPacketResubscribeGameList);
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client.GetSender().Send(client.GetContext().GetSessionData(), resubscr);
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// Show Lobby dialog.
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client.GetCallback().SignalNetClientWaitDialog();
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client.SetState(ClientStateWaitGame::Instance());
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retVal = MSG_NET_GAME_CLIENT_END;
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