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More locks to avoid data races on server
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@@ -6464,6 +6464,8 @@ void CGameHandler::runBattle()
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bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
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{
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boost::unique_lock lock(battleActionMutex);
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BattleSetActiveStack bsa;
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bsa.stack = stack->unitId();
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bsa.askPlayerInterface = false;
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