Fixed game state for server.
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@@ -103,6 +103,7 @@ ServerGameThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
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void
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ServerGameThread::Main()
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{
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SetState(SERVER_INITIAL_STATE::Instance());
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GetSender().Run();
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try
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@@ -167,6 +168,7 @@ ServerGameThread::InternalStartGame()
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void
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ServerGameThread::InternalKickPlayer(unsigned playerId)
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{
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// TODO
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// SessionWrapper tmpSession = GetSessionByUniquePlayerId(uniqueId);
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// SessionError(tmpSession, ERR_NET_PLAYER_KICKED);
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}
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@@ -174,6 +176,7 @@ ServerGameThread::InternalKickPlayer(unsigned playerId)
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void
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ServerGameThread::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
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{
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// TODO
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m_computerPlayers.push_back(player);
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}
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@@ -25,8 +25,6 @@
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#include <gui/guiinterface.h>
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#include <gamedata.h>
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#include <deque>
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#define GAME_THREAD_TERMINATE_TIMEOUT 200
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@@ -62,8 +60,6 @@ public:
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protected:
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typedef std::deque<SessionWrapper > SessionQueue;
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// Main function of the thread.
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virtual void Main();
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