Adding error handling so that an error within a game does not terminate the server, only the single game.
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@@ -140,6 +140,7 @@ protected:
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virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void TimerLoop(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void EngineLoop(boost::shared_ptr<ServerGame> server);
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void TimerShowCards(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerComputerAction(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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void TimerNextHand(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
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