Codechange: [Network] Let NetworkTextMessage use std::string
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@@ -262,7 +262,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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this->GetClientName(client_name, lastof(client_name));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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/* Inform other clients of this... strange leaving ;) */
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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@@ -453,7 +453,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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if (error == NETWORK_ERROR_KICKED && reason != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
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} else {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
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}
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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@@ -1021,7 +1021,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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this->GetClientName(client_name, lastof(client_name));
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id);
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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/* Mark the client as pre-active, and wait for an ACK
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@@ -1144,7 +1144,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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DEBUG(net, 1, "'%s' reported an error and is closing its connection: %s", client_name, str);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status >= STATUS_AUTHORIZED) {
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@@ -1170,7 +1170,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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this->GetClientName(client_name, lastof(client_name));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
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