Each network session now has a weak ptr to its game, to prevent looking up the game id all the time.
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@@ -61,8 +61,8 @@ public:
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virtual void SignalTermination();
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void AddConnection(boost::shared_ptr<boost::asio::ip::tcp::socket> sock);
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void ReAddSession(boost::shared_ptr<SessionData> session, int reason);
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void MoveSessionToGame(ServerGame &game, boost::shared_ptr<SessionData> session, bool autoLeave);
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void ReAddSession(boost::shared_ptr<SessionData> session, int reason, unsigned gameId);
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void MoveSessionToGame(boost::shared_ptr<ServerGame> game, boost::shared_ptr<SessionData> session, bool autoLeave);
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void RemoveSessionFromGame(boost::shared_ptr<SessionData> session);
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void SessionError(boost::shared_ptr<SessionData> session, int errorCode);
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void ResubscribeLobbyMsg(boost::shared_ptr<SessionData> session);
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