Use boost::asio timer callbacks instead of self-made ones. There are still some termination issues (terminating a network game will result in a crash). However, it should be quite effective now with a large number of users.
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@@ -57,7 +57,6 @@ ServerGame::ServerGame(ServerLobbyThread &lobbyThread, u_int32_t id, const strin
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ServerGame::~ServerGame()
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{
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_removePlayerTimerId);
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_voteKickTimerId);
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_stateTimerId);
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