Work on spectator mode - joining as spectator now possible (on server side).
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@@ -82,6 +82,7 @@ public:
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static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(unsigned gameId, const PlayerData &playerData);
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static boost::shared_ptr<NetPacket> CreateNetPacketSpectatorJoined(unsigned gameId, const PlayerData &playerData);
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static boost::shared_ptr<NetPacket> CreateNetPacketJoinGameAck(const ServerGame &server, const PlayerData &playerData, bool spectateOnly);
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static boost::shared_ptr<NetPacket> CreateNetPacketHandStart(const ServerGame &server);
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static void AcceptNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, bool spectateOnly);
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@@ -190,7 +191,9 @@ protected:
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static void CheckPlayerTimeouts(boost::shared_ptr<ServerGame> server);
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static void ReactivatePlayers(boost::shared_ptr<ServerGame> server);
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static void InitRejoiningPlayers(boost::shared_ptr<ServerGame> server);
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static void InitNewSpectators(boost::shared_ptr<ServerGame> server);
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static void PerformRejoin(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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static void SendGameData(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
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private:
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static ServerGameStateHand s_state;
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