Canceling asio timers has bad semantics, and causes loads of trouble. Therefore, cancelled timers are simply marked as such, and the asio callback is silently ignored. This fixes several crashes, if players were removed from a game due to an error, because some timers were not cancelled. *sigh* This one took a lot of nerve.
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@@ -43,6 +43,9 @@ public:
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ServerLobbyThread &lobbyThread, u_int32_t id, const std::string &name, const std::string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig);
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virtual ~ServerGame();
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void Init();
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void Exit();
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u_int32_t GetId() const;
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const std::string &GetName() const;
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