Codechange: move client name in settings to std::string
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@@ -846,7 +846,7 @@ static void NetworkInitGameInfo()
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NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
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ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST;
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strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
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strecpy(ci->client_name, _settings_client.network.client_name.c_str(), lastof(ci->client_name));
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}
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/**
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@@ -857,10 +857,10 @@ static void NetworkInitGameInfo()
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*/
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static void CheckClientAndServerName()
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{
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static const char *fallback_client_name = "Unnamed Client";
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if (StrEmpty(_settings_client.network.client_name) || strcmp(_settings_client.network.client_name, fallback_client_name) == 0) {
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DEBUG(net, 1, "No \"client_name\" has been set, using \"%s\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
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strecpy(_settings_client.network.client_name, fallback_client_name, lastof(_settings_client.network.client_name));
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static const std::string fallback_client_name = "Unnamed Client";
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if (_settings_client.network.client_name.empty() || _settings_client.network.client_name.compare(fallback_client_name) == 0) {
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DEBUG(net, 1, "No \"client_name\" has been set, using \"%s\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name.c_str());
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_settings_client.network.client_name = fallback_client_name;
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}
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static const std::string fallback_server_name = "Unnamed Server";
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