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Use standard booleans in client connection checks
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parent
015fce0b3a
commit
268ae0388f
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@ -1619,11 +1619,11 @@ void ClientConnection::handlePreLogin(std::shared_ptr<PreLoginPacket> packet)
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fprintf(stderr, "[LOGIN-CLI] handlePreLogin entered, isHost=%d, userIdx=%d\n", (int)g_NetworkManager.IsHost(), m_userIndex);
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#if 1
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// 4J - Check that we can play with all the players already in the game who have Friends-Only UGC set
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BOOL canPlay = TRUE;
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BOOL canPlayLocal = TRUE;
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BOOL isAtLeastOneFriend = g_NetworkManager.IsHost();
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BOOL isFriendsWithHost = TRUE;
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BOOL cantPlayContentRestricted = FALSE;
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bool canPlay = true;
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bool canPlayLocal = true;
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bool isAtLeastOneFriend = g_NetworkManager.IsHost();
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bool isFriendsWithHost = true;
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bool cantPlayContentRestricted = false;
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if(!g_NetworkManager.IsHost())
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{
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@ -1783,10 +1783,10 @@ void ClientConnection::handlePreLogin(std::shared_ptr<PreLoginPacket> packet)
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}
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#else
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// TODO - handle this kind of things for non-360 platforms
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canPlay = TRUE;
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canPlayLocal = TRUE;
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isAtLeastOneFriend = TRUE;
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cantPlayContentRestricted= FALSE;
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canPlay = true;
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canPlayLocal = true;
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isAtLeastOneFriend = true;
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cantPlayContentRestricted= false;
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#if ( defined __PS3__ || defined __ORBIS__ || defined __PSVITA__)
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@ -3243,7 +3243,7 @@ void ClientConnection::handleUpdateProgress(std::shared_ptr<UpdateProgressPacket
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void ClientConnection::handleUpdateGameRuleProgressPacket(std::shared_ptr<UpdateGameRuleProgressPacket> packet)
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{
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LPCWSTR string = app.GetGameRulesString(packet->m_messageId);
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const wchar_t *string = app.GetGameRulesString(packet->m_messageId);
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if(string != NULL)
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{
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std::wstring message(string);
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