Network game, dedicated server without auth backend and dedicated server with auth backend should work now. Guest login still broken.
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@@ -356,6 +356,15 @@ ClientThread::SelectServer(unsigned serverId)
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m_selectedServerId = serverId;
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}
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void
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ClientThread::SetLogin(const std::string &userName, const std::string &password, bool isGuest)
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{
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boost::mutex::scoped_lock lock(m_loginDataMutex);
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m_loginData.userName = userName;
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m_loginData.password = password;
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m_loginData.isGuest = isGuest;
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}
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ServerInfo
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ClientThread::GetServerInfo(unsigned serverId) const
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{
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@@ -1174,6 +1183,19 @@ ClientThread::UseServer(unsigned serverId)
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context.SetAvatarServerAddr(useInfo.avatarServerAddr);
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}
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bool
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ClientThread::GetLoginData(LoginData &loginData) const
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{
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bool retVal = false;
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boost::mutex::scoped_lock lock(m_loginDataMutex);
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if (!m_loginData.userName.empty())
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{
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loginData = m_loginData;
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retVal = true;
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}
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return retVal;
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}
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unsigned
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ClientThread::GetGameIdByName(const std::string &name) const
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{
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