Extending player rights by guest mode. Kind of broken, because it interferes with the current system where you automatically gain admin rights when creating a game.
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@@ -668,10 +668,8 @@ AbstractClientStateReceiving::HandlePacket(boost::shared_ptr<ClientThread> clien
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PlayerInfo tmpInfo;
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PlayerInfoData_t *netInfo = &tmpPacket->GetMsg()->choice.playerInfoReplyMessage.playerInfoResult.choice.playerInfoData;
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tmpInfo.playerName = STL_STRING_FROM_OCTET_STRING(netInfo->playerName);
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if (netInfo->isHuman)
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tmpInfo.ptype = PLAYER_TYPE_HUMAN;
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else
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tmpInfo.ptype = PLAYER_TYPE_COMPUTER;
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tmpInfo.ptype = netInfo->isHuman ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER;
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tmpInfo.isGuest = netInfo->playerRights == PlayerInfoRights_playerRightsGuest;
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if (netInfo->avatarData != NULL)
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{
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tmpInfo.hasAvatar = true;
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@@ -1360,7 +1358,7 @@ ClientStateWaitJoin::InternalHandlePacket(boost::shared_ptr<ClientThread> client
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// Player number is 0 on init. Will be set when the game starts.
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boost::shared_ptr<PlayerData> playerData(
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new PlayerData(client->GetGuiPlayerId(), 0, PLAYER_TYPE_HUMAN,
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netJoinAck->areYouAdmin ? PLAYER_RIGHTS_ADMIN : PLAYER_RIGHTS_NORMAL));
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static_cast<PlayerRights>(netJoinAck->yourRights)));
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playerData->SetName(context.GetPlayerName());
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playerData->SetAvatarFile(context.GetAvatarFile());
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client->AddPlayerData(playerData);
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@@ -1446,7 +1444,7 @@ ClientStateWaitGame::InternalHandlePacket(boost::shared_ptr<ClientThread> client
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if (client->GetCachedPlayerInfo(netPlayerJoined->playerId, info))
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{
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playerData.reset(
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new PlayerData(netPlayerJoined->playerId, 0, info.ptype, netPlayerJoined->isAdmin ? PLAYER_RIGHTS_ADMIN : PLAYER_RIGHTS_NORMAL));
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new PlayerData(netPlayerJoined->playerId, 0, info.ptype, static_cast<PlayerRights>(netPlayerJoined->curPlayerRights)));
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playerData->SetName(info.playerName);
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if (info.hasAvatar)
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{
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@@ -1466,7 +1464,7 @@ ClientStateWaitGame::InternalHandlePacket(boost::shared_ptr<ClientThread> client
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client->RequestPlayerInfo(netPlayerJoined->playerId, true);
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// Use temporary data until the PlayerInfo request is completed.
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playerData.reset(
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new PlayerData(netPlayerJoined->playerId, 0, PLAYER_TYPE_HUMAN, netPlayerJoined->isAdmin ? PLAYER_RIGHTS_ADMIN : PLAYER_RIGHTS_NORMAL));
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new PlayerData(netPlayerJoined->playerId, 0, PLAYER_TYPE_HUMAN, static_cast<PlayerRights>(netPlayerJoined->curPlayerRights)));
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playerData->SetName(name.str());
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}
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client->AddPlayerData(playerData);
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