Fixing issue #147: No longer show synchronization error, so that rejoin is possible if sync problems occur.
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@@ -1409,10 +1409,16 @@ ClientStateSynchronizeStart::TimerLoop(const boost::system::error_code& ec, boos
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}
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void
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ClientStateSynchronizeStart::InternalHandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> tmpPacket)
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ClientStateSynchronizeStart::InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket)
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{
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if (tmpPacket->GetMsg()->present == PokerTHMessage_PR_gameStartMessage)
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throw ClientException(__FILE__, __LINE__, ERR_NET_START_TIMEOUT, 0);
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if (tmpPacket->GetMsg()->present == PokerTHMessage_PR_gameStartMessage) {
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// Try to start anyway. Terminating here is very bad because rejoin is not possible then.
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// Unsubscribe lobby messages.
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client->UnsubscribeLobbyMsg();
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client->SetState(ClientStateWaitStart::Instance());
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// Forward the game start message to the next state.
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client->GetState().HandlePacket(client, tmpPacket);
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}
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}
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//-----------------------------------------------------------------------------
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