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Little more logging.
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@ -98,6 +98,7 @@ struct OCM_HLP_CGIN
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CPlayerInterface::CPlayerInterface(int Player)
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{
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tlog5 << "\tHuman player interface for player " << Player << " being constructed\n";
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observerInDuelMode = false;
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howManyPeople++;
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GH.defActionsDef = 0;
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@ -115,6 +116,7 @@ CPlayerInterface::CPlayerInterface(int Player)
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firstCall = 1; //if loading will be overwritten in serialize
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autosaveCount = 0;
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}
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CPlayerInterface::~CPlayerInterface()
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{
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howManyPeople--;
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@ -355,12 +355,13 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : GameConstants::PLAYER_LIMIT;
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for(auto it = gs->scenarioOps->playerInfos.begin();
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it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
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{
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{
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TPlayerColor color = it->first;
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gs->currentPlayer = color;
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if(!vstd::contains(myPlayers, color))
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continue;
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tlog5 << "Preparing interface for player " << (int)color << std::endl;
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if(si->mode != StartInfo::DUEL)
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{
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auto cb = make_shared<CCallback>(gs,color,this);
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@ -381,6 +382,7 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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}
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battleints[color] = playerint[color];
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tlog5 << "\tInitializing the interface\n";
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playerint[color]->init(cb.get());
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battleCallbacks[color] = callbacks[color] = cb;
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}
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@ -683,7 +685,6 @@ template void CClient::serialize( COSer<CSaveFile> &h, const int version );
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void CServerHandler::startServer()
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{
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th.update();
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serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
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if(verbose)
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tlog0 << "Setting up thread calling server: " << th.getDiff() << std::endl;
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@ -723,7 +724,7 @@ CServerHandler::CServerHandler(bool runServer /*= false*/)
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serverThread = NULL;
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shared = NULL;
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port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
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verbose = false;
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verbose = true;
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boost::interprocess::shared_memory_object::remove("vcmi_memory"); //if the application has previously crashed, the memory may not have been removed. to avoid problems - try to destroy it
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try
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