Cleaning up the different timeouts and how players can be removed from the game.
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@@ -62,7 +62,6 @@ public:
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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, 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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void NotifyPlayerJoinedLobby(unsigned playerId);
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@@ -159,7 +158,6 @@ protected:
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void TimerRemoveGame(const boost::system::error_code &ec);
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void TimerRemovePlayer(const boost::system::error_code &ec);
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void TimerUpdateClientLoginLock(const boost::system::error_code &ec);
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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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@@ -171,11 +169,10 @@ protected:
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void HandleReAddedSession(boost::shared_ptr<SessionData> session);
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void InternalCheckSessionTimeouts(boost::shared_ptr<SessionData> session);
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void SessionTimeoutWarning(boost::shared_ptr<SessionData> session, unsigned remainingSec);
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void CleanupSessionMap();
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void CloseSession(SessionId sessionId);
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void CloseSession(boost::shared_ptr<SessionData> session);
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void SendError(boost::shared_ptr<SessionData> s, int errorCode);
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void SendJoinGameFailed(boost::shared_ptr<SessionData> s, unsigned gameId, int reason);
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@@ -251,8 +248,6 @@ private:
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boost::asio::deadline_timer m_removeGameTimer;
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boost::asio::deadline_timer m_removePlayerTimer;
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boost::asio::deadline_timer m_sessionTimeoutTimer;
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boost::asio::deadline_timer m_avatarCleanupTimer;
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boost::asio::deadline_timer m_saveStatisticsTimer;
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boost::asio::deadline_timer m_loginLockTimer;
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