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Fixes and cleanup of game client network shutdown and restart
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@@ -111,7 +111,6 @@ class CServerHandler final : public IServerAPI, public LobbyInfo, public INetwor
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/// required to correctly deserialize gamestate using client-side game callback
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std::unique_ptr<CClient> nextClient;
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void onServerFinished();
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void sendLobbyPack(const CPackForLobby & pack) const override;
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void onPacketReceived(const NetworkConnectionPtr &, const std::vector<std::byte> & message) override;
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@@ -145,13 +144,11 @@ public:
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////////////////////
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std::unique_ptr<CStopWatch> th;
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std::unique_ptr<boost::thread> threadRunLocalServer;
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std::unique_ptr<boost::thread> threadNetwork;
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boost::thread threadRunLocalServer;
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boost::thread threadNetwork;
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std::unique_ptr<CClient> client;
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CondSh<bool> campaignServerRestartLock;
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CServerHandler();
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~CServerHandler();
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@@ -202,7 +199,8 @@ public:
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void debugStartTest(std::string filename, bool save = false);
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void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
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void endGameplay(bool closeConnection = true, bool restart = false);
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void endGameplay();
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void restartGameplay();
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void startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs = {});
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void showServerError(const std::string & txt) const;
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