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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@@ -114,7 +114,7 @@ protected:
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virtual void Main();
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void RegisterTimers();
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void HandleRead(SessionId sessionId, const boost::system::error_code& error, size_t bytesRead);
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void HandleRead(SessionId sessionId, const boost::system::error_code &error, size_t bytesRead);
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void HandlePacket(SessionWrapper session, boost::shared_ptr<NetPacket> packet);
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void HandleNetPacketInit(SessionWrapper session, const NetPacketInit &tmpPacket);
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void HandleNetPacketAvatarHeader(SessionWrapper session, const NetPacketAvatarHeader &tmpPacket);
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