Final X360 fix (i think)
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@@ -159,8 +159,6 @@ void ClientConnection::handleLogin(shared_ptr<LoginPacket> packet)
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{
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if (done) return;
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app.DebugPrintf("Offline LAN: received Login\n");
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PlayerUID OnlineXuid;
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ProfileManager.GetXUID(m_userIndex,&OnlineXuid,true); // online xuid
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MOJANG_DATA *pMojangData = NULL;
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@@ -1771,7 +1769,6 @@ void ClientConnection::handleEntityActionAtPosition(shared_ptr<EntityActionAtPos
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void ClientConnection::handlePreLogin(shared_ptr<PreLoginPacket> packet)
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{
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app.DebugPrintf("Offline LAN: received PreLogin\n");
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// printf("Client: handlePreLogin\n");
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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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@@ -2225,7 +2222,6 @@ void ClientConnection::handlePreLogin(shared_ptr<PreLoginPacket> packet)
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// All other players we use their offline XUID so that they can play the game offline
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ProfileManager.GetXUID(m_userIndex,&offlineXUID,false);
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}
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app.DebugPrintf("Offline LAN: sending Login\n");
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BOOL allAllowed, friendsAllowed;
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ProfileManager.AllowedPlayerCreatedContent(m_userIndex,true,&allAllowed,&friendsAllowed);
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send( shared_ptr<LoginPacket>( new LoginPacket(minecraft->user->name, SharedConstants::NETWORK_PROTOCOL_VERSION, offlineXUID, onlineXUID, (allAllowed!=TRUE && friendsAllowed==TRUE),
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@@ -398,7 +398,6 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
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return false;
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}
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app.DebugPrintf("Offline LAN: sending PreLogin\n");
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connection->send( shared_ptr<PreLoginPacket>( new PreLoginPacket(minecraft->user->name) ) );
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// Tick connection until we're ready to go. The stages involved in this are:
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@@ -170,8 +170,6 @@ bool CPlatformNetworkManagerStub::Initialise(CGameNetworkManager *pGameNetworkMa
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m_bLeaveGameOnTick = false;
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m_bHostChanged = false;
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app.DebugPrintf("Using offline LAN network backend\n");
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m_bSearchResultsReady = false;
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m_bSearchPending = false;
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@@ -487,8 +485,6 @@ void CPlatformNetworkManagerStub::SetGamePlayState()
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{
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WinsockNetLayer::UpdateAdvertiseJoinable(true);
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}
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app.DebugPrintf("Offline LAN: entered GAME_PLAY state\n");
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}
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void CPlatformNetworkManagerStub::UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving /*= NULL*/)
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