Use larger thread termination timeouts.
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@@ -25,7 +25,7 @@
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#include <net/sendercallback.h>
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#include <net/receiverhelper.h>
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#include <net/socket_msg.h>
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#include <core/loghelper.h>
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#include <core/loghelper.h>
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#include <game.h>
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#include <localenginefactory.h>
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#include <tools.h>
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@@ -145,7 +145,7 @@ ServerGameThread::Main()
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} catch (const PokerTHException &e)
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{
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GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
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LOG_ERROR(e.what());
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LOG_ERROR(e.what());
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}
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GetSender().SignalTermination();
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if (!GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT))
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@@ -270,7 +270,7 @@ ServerLobbyThread::Main()
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GetSender().SignalTermination();
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if (!GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT))
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LOG_ERROR("Fatal error: Unable to terminated Sender Thread in Lobby.");
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LOG_ERROR("Fatal error: Unable to terminated Sender Thread in Lobby.");
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CleanupConnectQueue();
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}
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@@ -710,7 +710,7 @@ ServerLobbyThread::RemoveGameLoop()
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boost::shared_ptr<ServerGameThread> tmpGame = pos->second;
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tmpGame->SignalTermination();
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if (!tmpGame->Join(GAME_THREAD_TERMINATE_TIMEOUT))
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throw ServerException(__FILE__, __LINE__, ERR_NET_GAME_TERMINATION_FAILED, 0);
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throw ServerException(__FILE__, __LINE__, ERR_NET_GAME_TERMINATION_FAILED, 0);
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InternalRemoveGame(tmpGame);
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}
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++i;
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@@ -30,7 +30,7 @@
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#include <deque>
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#include <boost/shared_ptr.hpp>
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#define SENDER_THREAD_TERMINATE_TIMEOUT 2000
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#define SENDER_THREAD_TERMINATE_TIMEOUT 10000
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#define SEND_TIMEOUT_MSEC 10
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#define SEND_QUEUE_SIZE 1000
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#define SEND_LOW_PRIO_QUEUE_SIZE 50000
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@@ -27,7 +27,7 @@
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#include <deque>
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#define GAME_THREAD_TERMINATE_TIMEOUT 4000
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#define GAME_THREAD_TERMINATE_TIMEOUT 20000
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class SenderThread;
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