Remove players from game (without possibility to rejoin) if they did not act within a certain time. Feature is still broken, because the timer is canceled on disconnect.
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@@ -26,7 +26,7 @@ ClientPlayer::ClientPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType
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: PlayerInterface(), myConfig(c), currentHand(0), myID(id), myUniqueID(uniqueId), myType(type),
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myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), logHoleCardsDone(false), myCash(sC), mySet(0), myLastRelativeSet(0),
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myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(true), myTurn(false), myCardsFlip(false), myRoundStartCash(0),
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lastMoneyWon(0), sBluff(0), sBluffStatus(false), m_isConnected(false), m_isKicked(false)
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lastMoneyWon(0), sBluff(0), sBluffStatus(false), m_isSessionActive(false), m_isKicked(false)
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{
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myBestHandPosition[0] = myBestHandPosition[1] = myBestHandPosition[2] = myBestHandPosition[3] = myBestHandPosition[4] = 0;
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myNiveau[0] = myNiveau[1] = myNiveau[2] = 0;
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@@ -536,17 +536,17 @@ ClientPlayer::riverEngine3()
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void
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ClientPlayer::setIsConnected(bool connected)
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ClientPlayer::setIsSessionActive(bool active)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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m_isConnected = connected;
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m_isSessionActive = active;
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}
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bool
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ClientPlayer::isConnected() const
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ClientPlayer::isSessionActive() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return m_isConnected;
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return m_isSessionActive;
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}
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void
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