Delay auto-start of games when they are full.
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@@ -50,7 +50,8 @@ ServerGame::ServerGame(boost::shared_ptr<ServerLobbyThread> lobbyThread, u_int32
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: m_adminPlayerId(adminPlayerId), m_lobbyThread(lobbyThread), m_gui(gui),
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m_gameData(gameData), m_curState(NULL), m_id(id), m_dbId(DB_ID_INVALID), m_name(name),
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m_password(pwd), m_playerConfig(playerConfig), m_gameNum(1), m_curPetitionId(1),
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m_voteKickTimer(lobbyThread->GetIOService()), m_stateTimer(lobbyThread->GetIOService())
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m_voteKickTimer(lobbyThread->GetIOService()), m_stateTimer1(lobbyThread->GetIOService()),
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m_stateTimer2(lobbyThread->GetIOService())
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{
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LOG_VERBOSE("Game object " << GetId() << " created.");
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@@ -758,6 +759,7 @@ ServerGame::RemovePlayerData(boost::shared_ptr<PlayerData> player, int reason)
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}
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GetSessionManager().SendToAllSessions(GetLobbyThread().GetSender(), thisPlayerLeft, SessionData::Game);
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GetState().NotifySessionRemoved(shared_from_this());
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GetLobbyThread().NotifyPlayerLeftGame(GetId(), player->GetUniqueId());
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}
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@@ -891,9 +893,15 @@ ServerGame::SetState(ServerGameState &newState)
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}
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boost::asio::deadline_timer &
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ServerGame::GetStateTimer()
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ServerGame::GetStateTimer1()
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{
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return m_stateTimer;
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return m_stateTimer1;
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}
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boost::asio::deadline_timer &
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ServerGame::GetStateTimer2()
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{
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return m_stateTimer2;
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}
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ReceiverHelper &
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