logging missing network actions in sqlite; run astyle.
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@@ -949,11 +949,10 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
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}
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else {
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} else {
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// If the player we are waiting for left, continue without him.
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if (!server->GetSessionManager().IsPlayerConnected(curPlayer->getMyUniqueID())
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|| !curPlayer->isSessionActive()) {
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|| !curPlayer->isSessionActive()) {
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PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_FOLD, 0);
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server->GetStateTimer1().expires_from_now(
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@@ -1290,7 +1289,7 @@ ServerGameStateHand::CheckPlayerTimeouts(boost::shared_ptr<ServerGame> server)
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while (i != end) {
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boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
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if (tmpPlayer->getMyType() == PLAYER_TYPE_HUMAN
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&& (int)tmpPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_AUTOFOLD_TIMEOUT_FACTOR) {
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&& (int)tmpPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_AUTOFOLD_TIMEOUT_FACTOR) {
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if (tmpPlayer->isSessionActive()) {
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tmpPlayer->setIsSessionActive(false);
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boost::shared_ptr<SessionData> session = server->GetSessionManager().GetSessionByUniquePlayerId(tmpPlayer->getMyUniqueID());
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