More avatar related utf8 fixes.
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@@ -28,6 +28,7 @@
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#include <net/socket_helper.h>
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#include <net/socket_msg.h>
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#include <core/avatarmanager.h>
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#include <qttoolsinterface.h>
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#include <game.h>
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#include <playerinterface.h>
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@@ -356,7 +357,7 @@ ClientStateStartSession::Process(ClientThread &client)
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NetPacketInit::Data initData;
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initData.password = context.GetPassword();
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initData.playerName = context.GetPlayerName();
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string avatarFile = context.GetAvatarFile();
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string avatarFile = client.GetQtToolsInterface().stringFromUtf8(context.GetAvatarFile());
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initData.showAvatar = false;
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if (!avatarFile.empty())
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{
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@@ -592,7 +593,7 @@ ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<
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NetPacketList tmpList;
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int avatarError = client.GetAvatarManager().AvatarFileToNetPackets(
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client.GetContext().GetAvatarFile(),
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client.GetQtToolsInterface().stringFromUtf8(client.GetContext().GetAvatarFile()),
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retrieveAvatarData.requestId,
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tmpList);
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@@ -700,7 +701,7 @@ ClientStateWaitGame::InternalProcess(ClientThread &client, boost::shared_ptr<Net
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{
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string avatarFile;
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if (client.GetAvatarManager().GetAvatarFileName(info.avatar, avatarFile))
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playerData->SetAvatarFile(avatarFile);
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playerData->SetAvatarFile(client.GetQtToolsInterface().stringToUtf8(avatarFile));
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else
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client.RetrieveAvatarIfNeeded(netPlayerData.playerId, info);
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}
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