Fixed one thread per session implementation. Kind of. Still seems to have a handle leak on Windows. However, it does not scale at all and needs to be reverted. It won't even handle 500 players with 500 games on a dual core high end machine.
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@@ -76,6 +76,7 @@ HEADERS += \
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src/net/servergamethread.h \
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src/net/servergamestate.h \
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src/net/serverlobbythread.h \
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src/net/sessiondatacallback.h \
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src/net/socket_helper.h \
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src/net/socket_msg.h \
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src/net/socket_startup.h \
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@@ -167,6 +168,7 @@ SOURCES += \
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src/net/common/serverlobbythread.cpp \
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src/net/common/servercallback.cpp \
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src/net/common/sessiondata.cpp \
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src/net/common/sessiondatacallback.cpp \
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src/net/common/sessionmanager.cpp \
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src/net/common/socket_startup_cmn.cpp \
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src/net/common/socket_helper_cmn.cpp \
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