Use one sender thread for everything, as there may occur conflicts with multiple sender threads. This is a temporary solution, the best solution would be having multiple sender threads, but sending all packets for the same target using the same thread, so that no packets are corrupted.
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@@ -31,10 +31,8 @@
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#define GAME_THREAD_TERMINATE_TIMEOUT THREAD_WAIT_INFINITE
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class SenderThread;
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class ReceiverHelper;
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class ServerLobbyThread;
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class GameSenderCallback;
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class ServerGameState;
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class ConfigFile;
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struct GameData;
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@@ -118,7 +116,6 @@ protected:
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const StartData &GetStartData() const;
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void SetStartData(const StartData &startData);
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GameSenderCallback &GetSenderCallback();
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GuiInterface &GetGui();
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unsigned GetNextGameNum();
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@@ -143,8 +140,6 @@ private:
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ServerLobbyThread &m_lobbyThread;
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boost::shared_ptr<ReceiverHelper> m_receiver;
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boost::shared_ptr<SenderThread> m_sender;
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boost::shared_ptr<GameSenderCallback> m_senderCallback;
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GuiInterface &m_gui;
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const GameData m_gameData;
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@@ -173,7 +168,6 @@ friend class ServerGameStateDealCardsDelay;
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friend class ServerGameStateShowCardsDelay;
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friend class ServerGameStateNextHandDelay;
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friend class ServerGameStateNextGameDelay;
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friend class GameSenderCallback;
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};
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#endif
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