When creating a network game, a client is also started.
Network errors are handled globally. Fixed last network thread issue by using a notification queue, should work fine now.
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@@ -59,8 +59,8 @@ ServerThread::StartGame()
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if (!IsRunning())
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return; // TODO: throw exception
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// TODO: possible race condition
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GetRecvThread().StartGame();
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// Thread-safe notification.
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GetRecvThread().AddNotification(NOTIFY_GAME_START);
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}
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ServerCallback &
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