Use larger thread termination timeouts.
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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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