Server states can now handle multiple games (are multithreading capable).
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@@ -74,6 +74,7 @@ public:
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int getActualHandID() const { return actualHandID; }
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boost::shared_ptr<PlayerInterface> getPlayerByUniqueId(unsigned id);
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boost::shared_ptr<PlayerInterface> getCurrentPlayer();
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private:
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boost::shared_ptr<EngineFactory> myFactory;
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