Use player id as request id for avatar requests by the server.
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@@ -57,7 +57,7 @@ private:
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ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig, AvatarManager &avatarManager)
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ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig, AvatarManager &avatarManager)
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: m_gui(gui), m_avatarManager(avatarManager), m_playerConfig(playerConfig),
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: m_gui(gui), m_avatarManager(avatarManager), m_playerConfig(playerConfig),
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m_curGameId(0), m_curUniquePlayerId(0), m_curRequestId(0)
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m_curGameId(0), m_curUniquePlayerId(0)
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{
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{
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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@@ -578,7 +578,7 @@ ServerLobbyThread::RequestPlayerAvatar(SessionWrapper session)
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// Ask the client to send its avatar.
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// Ask the client to send its avatar.
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boost::shared_ptr<NetPacket> retrieveAvatar(new NetPacketRetrieveAvatar);
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boost::shared_ptr<NetPacket> retrieveAvatar(new NetPacketRetrieveAvatar);
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NetPacketRetrieveAvatar::Data retrieveAvatarData;
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NetPacketRetrieveAvatar::Data retrieveAvatarData;
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retrieveAvatarData.requestId = m_curRequestId++;
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retrieveAvatarData.requestId = session.playerData->GetUniqueId();
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retrieveAvatarData.avatar = session.playerData->GetAvatarMD5();
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retrieveAvatarData.avatar = session.playerData->GetAvatarMD5();
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static_cast<NetPacketRetrieveAvatar *>(retrieveAvatar.get())->SetData(retrieveAvatarData);
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static_cast<NetPacketRetrieveAvatar *>(retrieveAvatar.get())->SetData(retrieveAvatarData);
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GetSender().Send(session.sessionData->GetSocket(), retrieveAvatar);
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GetSender().Send(session.sessionData->GetSocket(), retrieveAvatar);
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@@ -165,8 +165,6 @@ private:
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u_int32_t m_curUniquePlayerId;
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u_int32_t m_curUniquePlayerId;
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mutable boost::mutex m_curUniquePlayerIdMutex;
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mutable boost::mutex m_curUniquePlayerIdMutex;
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u_int32_t m_curRequestId;
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};
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};
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#endif
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#endif
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