Send lobby etc. notifications also to players in state "spectator waiting".
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@@ -286,7 +286,7 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
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netChat->set_playerid(session->GetPlayerData()->GetUniqueId());
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netChat->set_chattype(ChatMessage::chatTypeGame);
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netChat->set_chattext(netChatRequest.chattext());
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server->SendToAllPlayers(packet, SessionData::Game | SessionData::Spectating);
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server->SendToAllPlayers(packet, SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
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chatSent = true;
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// Send the message to the chat cleaner bot for ranking games.
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@@ -461,9 +461,9 @@ AbstractServerGameStateReceiving::AcceptNewSession(boost::shared_ptr<ServerGame>
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// Send "Player Joined"/"Spectator Joined" to other fully connected clients.
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if (spectateOnly) {
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server->SendToAllPlayers(CreateNetPacketSpectatorJoined(server->GetId(), *session->GetPlayerData()), SessionData::Game | SessionData::Spectating);
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server->SendToAllPlayers(CreateNetPacketSpectatorJoined(server->GetId(), *session->GetPlayerData()), SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
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} else {
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server->SendToAllPlayers(CreateNetPacketPlayerJoined(server->GetId(), *session->GetPlayerData()), SessionData::Game | SessionData::Spectating);
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server->SendToAllPlayers(CreateNetPacketPlayerJoined(server->GetId(), *session->GetPlayerData()), SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
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}
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// Accept session.
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@@ -647,7 +647,7 @@ ServerGameStateInit::SendStartEvent(ServerGame &server, bool fillWithComputerPla
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server.AddComputerPlayer(tmpPlayerData);
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// Send "Player Joined" to other fully connected clients.
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server.SendToAllPlayers(CreateNetPacketPlayerJoined(server.GetId(), *tmpPlayerData), SessionData::Game | SessionData::Spectating);
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server.SendToAllPlayers(CreateNetPacketPlayerJoined(server.GetId(), *tmpPlayerData), SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
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// Notify lobby.
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server.GetLobbyThread().NotifyPlayerJoinedGame(server.GetId(), tmpPlayerData->GetUniqueId());
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@@ -1420,7 +1420,7 @@ ServerGameStateHand::PerformRejoin(boost::shared_ptr<ServerGame> server, boost::
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PlayerIdChangedMessage *netIdChanged = packet->GetMsg()->mutable_playeridchangedmessage();
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netIdChanged->set_oldplayerid(rejoinPlayer->getMyUniqueID());
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netIdChanged->set_newplayerid(session->GetPlayerData()->GetUniqueId());
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server->SendToAllButOnePlayers(packet, session->GetId(), SessionData::Game | SessionData::Spectating);
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server->SendToAllButOnePlayers(packet, session->GetId(), SessionData::Game | SessionData::Spectating | SessionData::SpectatorWaiting);
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// Update the dealer, if necessary.
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curGame.replaceDealer(rejoinPlayer->getMyUniqueID(), session->GetPlayerData()->GetUniqueId());
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