The server now sends a notification if the game name is already in use.
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@@ -154,6 +154,7 @@ protected:
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void TimerCheckSessionTimeouts(const boost::system::error_code &ec);
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void TimerCleanupAvatarCache(const boost::system::error_code &ec);
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bool IsGameNameInUse(const std::string &gameName) const;
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boost::shared_ptr<ServerGame> InternalGetGameFromId(unsigned gameId);
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void InternalAddGame(boost::shared_ptr<ServerGame> game);
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void InternalRemoveGame(boost::shared_ptr<ServerGame> game);
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