Network game, dedicated server without auth backend and dedicated server with auth backend should work now. Guest login still broken.
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@@ -940,13 +940,14 @@ ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const InitMessage
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string playerName;
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MD5Buf avatarMD5;
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bool guestUser = false;
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bool noAuth = false;
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if (initMessage.login.present == login_PR_guestLogin)
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{
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const GuestLogin_t *guestLogin = &initMessage.login.choice.guestLogin;
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playerName = STL_STRING_FROM_OCTET_STRING(guestLogin->nickName);
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guestUser = true;
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noAuth = true;
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}
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#ifdef POKERTH_OFFICIAL_SERVER
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else if (initMessage.login.present == login_PR_authenticatedLogin)
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{
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const AuthenticatedLogin_t *authLogin = &initMessage.login.choice.authenticatedLogin;
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@@ -957,6 +958,16 @@ ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const InitMessage
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if (session.sessionData->AuthStep(1, inAuthData))
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playerName = session.sessionData->AuthGetUser();
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}
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#else
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else if (initMessage.login.present == login_PR_unauthenticatedLogin)
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{
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const UnauthenticatedLogin_t *noauthLogin = &initMessage.login.choice.unauthenticatedLogin;
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playerName = STL_STRING_FROM_OCTET_STRING(noauthLogin->nickName);
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if (noauthLogin->avatar)
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memcpy(avatarMD5.data, noauthLogin->avatar->buf, MD5_DATA_SIZE);
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noAuth = true;
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}
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#endif
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else
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SessionError(session, ERR_NET_INVALID_PASSWORD);
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@@ -1003,7 +1014,7 @@ ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const InitMessage
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m_sessionManager.SetSessionPlayerData(session.sessionData->GetId(), tmpPlayerData);
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session.playerData = tmpPlayerData;
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if (guestUser)
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if (noAuth)
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InitAfterLogin(session);
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else
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AuthenticatePlayer(session);
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