Network timeout system also works from within a game now.
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@@ -49,7 +49,7 @@ public:
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const std::string &GetName() const;
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void AddSession(SessionWrapper session);
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void KickPlayer(unsigned playerId);
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void RemovePlayer(unsigned playerId, unsigned errorCode);
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ServerCallback &GetCallback();
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GameState GetCurRound() const;
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@@ -80,7 +80,7 @@ protected:
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// Main function of the thread.
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virtual void Main();
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void KickPlayerLoop();
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void RemovePlayerLoop();
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void InternalStartGame();
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void ResetGame();
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@@ -132,8 +132,8 @@ private:
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PlayerDataList m_computerPlayerList;
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mutable boost::mutex m_computerPlayerListMutex;
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PlayerIdList m_kickPlayerList;
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mutable boost::mutex m_kickPlayerListMutex;
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RemovePlayerList m_removePlayerList;
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mutable boost::mutex m_removePlayerListMutex;
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unsigned m_adminPlayerId;
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mutable boost::mutex m_adminPlayerIdMutex;
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