Synchronize on network game start, so that everyone has received all avatars and player names before the game starts. Store all computer players in a separate list on the server for name retrieval.
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@@ -63,6 +63,9 @@ public:
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void HandleGameRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket);
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void HandleGameRetrieveAvatar(SessionWrapper session, const NetPacketRetrieveAvatar &tmpPacket);
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void AddComputerPlayer(boost::shared_ptr<PlayerData> player);
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void RemoveComputerPlayer(boost::shared_ptr<PlayerData> player);
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void RemoveGame(unsigned id);
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u_int32_t GetNextUniquePlayerId();
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@@ -145,6 +148,9 @@ private:
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RemoveGameList m_removeGameList;
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mutable boost::mutex m_removeGameListMutex;
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PlayerDataMap m_computerPlayers;
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mutable boost::mutex m_computerPlayersMutex;
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GameMap m_gameMap;
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std::auto_ptr<ReceiverHelper> m_receiver;
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