Use client game id when kicking players during game.
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@@ -56,7 +56,7 @@ private:
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ClientThread::ClientThread(GuiInterface &gui, AvatarManager &avatarManager)
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: m_curState(NULL), m_gui(gui), m_avatarManager(avatarManager),
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m_curGameId(1), m_guiPlayerId(0), m_sessionEstablished(false)
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m_curGameId(0), m_curGameNum(1), m_guiPlayerId(0), m_sessionEstablished(false)
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{
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m_context.reset(new ClientContext);
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m_senderCallback.reset(new ClientSenderCallback(*this));
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@@ -331,7 +331,7 @@ ClientThread::Main()
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MapPlayerDataList();
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if (GetPlayerDataList().size() != (unsigned)GetStartData().numberOfPlayers)
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throw ClientException(__FILE__, __LINE__, ERR_NET_INVALID_PLAYER_COUNT, 0);
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m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameId++));
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m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameNum++));
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// Initialize GUI speed.
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GetGui().initGui(GetGameData().guiSpeed);
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// Signal start of game to GUI.
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@@ -566,6 +566,20 @@ ClientThread::GetReceiver()
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return *m_receiver;
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}
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unsigned
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ClientThread::GetGameId() const
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{
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boost::mutex::scoped_lock lock(m_curGameIdMutex);
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return m_curGameId;
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}
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void
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ClientThread::SetGameId(unsigned id)
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{
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boost::mutex::scoped_lock lock(m_curGameIdMutex);
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m_curGameId = id;
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}
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const GameData &
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ClientThread::GetGameData() const
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{
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