Further paranoia changes to prevent timer callbacks from occurring in an uncontrolled state.
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@@ -1156,7 +1156,7 @@ ClientStateSynchronizeStart::TimerLoop(const boost::system::error_code& ec, boos
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}
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void
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ClientStateSynchronizeStart::InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket)
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ClientStateSynchronizeStart::InternalHandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> tmpPacket)
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{
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if (tmpPacket->ToNetPacketGameStart())
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throw ClientException(__FILE__, __LINE__, ERR_NET_START_TIMEOUT, 0);
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@@ -1630,3 +1630,11 @@ ClientStateRunHand::ResetPlayerSets(Game &curGame)
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}
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}
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//-----------------------------------------------------------------------------
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ClientStateFinal &
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ClientStateFinal::Instance()
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{
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static ClientStateFinal state;
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return state;
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}
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