More steps towards supporting multiple games per server. Player rights still broken, so starting the game is not possible. Games are not yet terminated after all players have left.
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@@ -273,7 +273,7 @@ ServerGameStateInit::InternalProcess(ServerGameThread &server, SessionWrapper se
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if (packet->ToNetPacketStartEvent())
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{
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server.ResetComputerPlayerList();
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int remainingSlots = server.GetGameData().maxNumberOfPlayers - server.GetCurNumberOfPlayers();
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/* int remainingSlots = server.GetGameData().maxNumberOfPlayers - server.GetCurNumberOfPlayers();
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for (int i = 1; i <= remainingSlots; i++)
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{
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boost::shared_ptr<PlayerData> tmpPlayerData(
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@@ -286,7 +286,7 @@ ServerGameStateInit::InternalProcess(ServerGameThread &server, SessionWrapper se
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// Send "Player Joined" to other fully connected clients.
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server.SendToAllPlayers(CreateNetPacketPlayerJoined(*tmpPlayerData));
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server.AddComputerPlayer(tmpPlayerData);
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}
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}*/
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server.InternalStartGame();
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server.SetState(SERVER_START_GAME_STATE::Instance());
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