Network timeout system also works from within a game now.
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@@ -66,7 +66,6 @@ public:
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bool IsPlayerConnected(unsigned uniqueId) const;
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void ForEach(boost::function<void (SessionWrapper)> func);
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void ForEachRemoveIf(boost::function<bool (SessionWrapper)> func);
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unsigned CountReadySessions() const;
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void ResetAllReadyFlags();
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@@ -84,7 +83,7 @@ protected:
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private:
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SessionMap m_sessionMap;
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mutable boost::mutex m_sessionMapMutex;
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mutable boost::recursive_mutex m_sessionMapMutex;
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};
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#endif
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