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- improved performance and bug fixes.
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@@ -1077,20 +1077,31 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings) {
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}
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if(bOkToStart == true) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
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serverSocket.stopBroadCastThread();
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
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NetworkMessageLaunch networkMessageLaunch(gameSettings,nmtLaunch);
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broadcastMessage(&networkMessageLaunch);
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
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MutexSafeWrapper safeMutex(&masterServerThreadAccessor);
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delete publishToMasterserverThread;
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publishToMasterserverThread = NULL;
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lastMasterserverHeartbeatTime = 0;
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
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if(needToRepublishToMasterserver == true) {
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publishToMasterserverThread = new SimpleTaskThread(this,0,25);
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//publishToMasterserverThread = new SimpleTaskThread(this,0,25);
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publishToMasterserverThread = new SimpleTaskThread(this,0,125);
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publishToMasterserverThread->setUniqueID(__FILE__);
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publishToMasterserverThread->start();
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
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}
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}
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