Notabilis has proposed merging lp:~notabilis27/widelands/bug-mousewheel into
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Requested reviews:
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Related bugs:
Bug #1386740 in widelands: "Fix mousewheel function"
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Notabilis has proposed merging lp:~notabilis27/widelands/bug-tab-crash into
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Requested reviews:
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Related bugs:
Bug #1600633 in widelands: "Crash when pressing tab key in help menu"
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Well, those who can read ...
After some failed approaches I ended up with the creative data usage, just to
push it and see your comment. Thanks for the hint with the warehouse packet
version, I missed that one but I am using it now.
Loading old expedition packets is not as pretty as I would
Notabilis has proposed merging
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Requested reviews:
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Replaces usage
Nits are done, testing by someone else is still needed.
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Notabilis has proposed merging
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Requested reviews:
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Related bugs:
Bug #1658616 in widelands: "InputQueue prevents old savegames from being
loaded"
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I think I found a (at least prettier) solution for the problem:
- Increase the packet number ob the portdock without changing anything else in
the class. There can't be an expedition without a portdock and the dock is
loaded first. So old games will fail gracefully when loading the new save
On my system everything compiles and all tests run now.
@travis checkitnow
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I guess I could implement a version which does not change the save file format.
However, this would mean:
a) Open up some internals (mainly the request-object) of the WorkersQueue class
to the expedition class
b) Would only work as long as the number of workers is either 0 or 1
So it would be
Notabilis has proposed merging
lp:~widelands-dev/widelands/bug-1191295-no-seafaring-builder into lp:widelands.
Requested reviews:
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Related bugs:
Bug #1191295 in widelands: "Seafaring: builder not listed in expedition list
in port&quo
Currently, create() is only called by the ship windows and by popup messages
(e.g. the current status with the collectors win condition but not messages
like "no rocks"). When the notifications_buildingwindows branch is merged,
buildings will use it, too.
I just tried (and pushed) a
Review: Approve
Thanks for the campaign fixes, the diff looks good to me now.
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Review: Approve diff only
I am a bit scared to say something here again, but: The diff looks good to me.
;-)
I have neither tested nor compiled the changes, though. But grep couldn't find
any of the to-be-removed strings in trunk or the metaserver source. So, uh...
I guess it can be merged?
Review: Resubmit
Okay, good news first: I am using the UniqueWindow now and the code looks much
better. Thanks for the hint.
Bad news: In my previous commit, clicking on a ship with the window in the
background or minimized focused and showed the window. This is no longer the
case with the
Most of the diff looks good to me.
Two nits:
- "Ctrl + +" and "Ctrl + -" just look strange. But I haven't any better idea.
- I would split up the "Ctrl + 1-9" help text into a "Ctrl + 1-9"-line for
storing and a "1-9"-line for restoring the positions. Maybe also add a comment
that the zoom level
I only looked at the diff and the lua-changes look good to me. I also like the
extended documentation.
I can't say much about the source code change. The code itself looks okay but I
have no idea what exactly _() and pgettext_exp() are doing.
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Notabilis has proposed merging
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Requested reviews:
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Related bugs:
Bug #1661220 in widelands: "Review campaigns in regard of needed barracks"
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The diff looks good to me and Travis says it compiles. So I guess it can be
merged.
Just out of curiosity: Does anyone now by chance where "The metaserver was
unable to connect to your game." is coming from in the current game version? I
wasn't able to find the message in the source of the
Uh... I think one of us is reading the code wrong. Or maybe the code it
behaving strange. As far as I see it:
1) Mark the objective as done (should be moved down to 3)
2) Wait one minute
3) Display dialog that objective is done
4) Wait 15 minutes
5) Start training site objective
--
1) I care. At least a bit. The test map didn't had any fish in the upper part
of the pond (Not "0 of 4" but really "none"). So neither the fisher nor the
fish breeder can do any work there. But I guess it is a seldom case and can be
ignored.
2) Okay, fine by me. I don't think it is important
Review: Needs Fixing
Oh, thanks for the explanation SirVer! This means we can't remove entries like
igmessages["GAME_TIMEOUT"] since they are used/called by the metaserver. That
is probably not the only not-really-but-seemingly-unused message in the client.
--
A quick round with grep: Most of the STRINGS are sent by the metaserver. I
couldn't find RESTARTING and GAME_NOT_CONNECTABLE so they can probably go.
I also couldn't find the exception-strings BACKWAR[TD]S_RUNNING_TIME but that
is no surprise.
--
Nice branch, I like the change. Testing with the provided save game showed both
messages. Also, the code looks okay to me (as far as I understand it). Quite
complicated, but I can't come up with a better way.
I have two comments, though:
1) The send message says "if there are some fish left".
Notabilis has proposed merging
lp:~widelands-dev/widelands/bug-1663490-ship-windows into lp:widelands.
Requested reviews:
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Related bugs:
Bug #1663490 in widelands: "Ships can have multiple windows"
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Code looks good to me and in single player it works as wanted.
What do you mean with your NOCOM?
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lp:~widelands-dev/widelands/bug-1658456-quantity-empire-soldier into
lp:widelands.
Requested reviews:
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Related bugs:
Bug #1658456 in widelands: "Imperials: Soldier target quantity not changable"
https://bugs.lau
The code looks okay to me and the I can confirm the fix for the save game. New
games are probably fixed as well, at least I wasn't able to trigger the bug.
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Review: Needs Fixing
First of all: I like the intended change, the feature-changes as well as
separating logic and wui. Unfortunately, there are two bigger problems with
this branch.
The diff looks good to me so far. A small nit: The std::map
wanted_building_windows_ stores the coordinates as
Makes sense, thanks.
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Review: Approve
Thanks for fixing, diffs looks good to me and it works as wanted when testing.
Thanks for the change regarding upgrades and dismantling.
I don't really understand your fix for the segfault. As far as I can see, your
only change is storing the parent pointer now in the
Thanks Travis but I already knew that the test were broken. They should be
fixed now.
However, I have a problem with the scripting documentation. What is the
"HasWares" interface which is described in lua_map.cc? Is this something which
really exists in the code or documentation-only to avoid
I split up the documentation and updated some references. Now I am only
wondering: Is there a script which extracts this documentation somewhere? I
only found some generic documentation but no list of provided Lua classes or
something like that.
What else is to do in this branch? Will the UI
Nooo, not the beer! I liked the beer! :(
But thanks for the review. The small stuff (renaming, etc.) is done, what is
left are the bigger changes. Open problems in no particular order:
1) Making WorkersQueue more similar to WaresQueue and replacing the user
interface should be no problem. I
GunChleoc, can you take a look at you "versioning" changes in
map_buildingdata_packet.cc, please? The current version does not pass the
regression tests.
The problem is the line:
if (packet_version > 5) {
Since kCurrentPacketVersionProductionsite is still set to 5, the code differs
on read
I can confirm the fixed crash. Since the crash is gone and the spacing is back
I would say the branch is ready for merge. That is, if you design change is
planned for another branch.
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Your team Widelands
Oh, forgot a comment: Priorities for WorkerQueues are and will stay disabled. I
am not completely sure what priorities are doing, but they only seem to
influence how likely it is that a carrier picks up a ware on a flag. Obviously,
this does not make sense for workers.
--
Thank you both for looking at this. When looking sooner in the travis log I
found these lines:
test/maps/plain.wmf/scripting/test_casern.lua ...
Running Widelands ... *** Error in `build/src/widelands': double free or
corruption (!prev): 0x0670d1e0 ***
FAIL
So you are right SirVer:
I know, I shouldn't, but anyway: I only looked at the diff and most of it looks
good. I do not like the change in network.h, though. I am not sure about it,
but isn't the constructor taking the address of a temporary?
--
Replacing calls to WaresQueue with calls to the new InputQueue is done in
another branch:
https://code.launchpad.net/~widelands-dev/widelands/refactoring-input-queue
It can be merged either in this branch or into trunk after this branch is
merged.
Adding a workersQueue for the builder on
Thanks for the answers earlier. Wares- and WorkerQueues now have a common
interface so they can be used interchangeable. Note that the code is not really
tested yet.
Both are using the same gui class for display, list on the first tab. Support
for priorities on the graphical worker queues is
Review: Needs Fixing
Not sure how to do a code review, but lets try.
1) I looked at r8139, so the two newest commits aren't tested by me. But I
looked at the diffs, they seem to be okay.
2) I am generally not sure what I should do. This is refactoring and no bug fix
/ new feature so I guess I
Notabilis has proposed merging lp:~widelands-dev/widelands/bug-collectors into
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Requested reviews:
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When a game of Collectors ends
Modifying the PO file did not work for me but I don't really now what I am
doing so it is okay. Anyway I changed it back to only the win_conditions
textdomain in the function.
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Notabilis has proposed merging lp:~widelands-dev/widelands/bug-supply into
lp:widelands.
Requested reviews:
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Related bugs:
Bug #1639444 in widelands: "Workers with wares inside ships can crash the
game"
https://bugs.launchpad.net/widelands/+b
Great, thanks for testing. :)
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Assuming this branch waits for a tester: Code looks good to me and testing the
provided savegame with trunk and this branch it seems to work as planned.
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Seems like the cleanup-bug is fixed. The problem was that the WorkersQueue was
free-ing the stored workers on cleanup while the building was also free-ing
them. The fix is to simply drop the pointers to the workers when removing the
queue and let the building handle them.
However, I don't
Good question! In the case of workers, this is not required. Now that you are
mentioning it I remembered (and testing confirmed) that this is dealt with
somewhere else. When destroying a building (and its queues) wares are lost, so
we have to remove them from the economy. On the other hand,
I can't say anything about whether delete or destroy() is the better option. In
any case, the change fixes the linked bug.
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The suggestions from the review has been dealt with.
The Travis-tests are failing on purpose since the created regression test shows
a bug in trunk at creation time of this branch. When merging trunk locally the
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can
Notabilis has proposed merging lp:~widelands-dev/widelands/casern_campaign into
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Adapted the tutorials and campaigns
Notabilis has proposed merging
lp:~widelands-dev/widelands/bug-trainingsite-worker-display into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1635808 in widelands: "Display of worker in training sites is not
updated"
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The diff looks okay to me and a short test game hasn't shown any optical
glitches. But... ;-)
Three minor remarks code-wise:
- Is there a reason that Bob::calc_drawpos() (and derived methods) are still
returning floats? Since it returns the pixel position on the screen I guess it
is always an
Review: Approve
Why does the description of this merge request sounds familiar? Strange... ;-)
But the diff looks good to me and the sounds are playing in-game so it seems to
be alright.
I don't know much about cmake so I can't say much about moving widelands.h. Is
there a real reason to move
Review: Approve
The diff looks good to me and I haven't noticed anything strange in-game.
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Notabilis has proposed merging lp:~widelands-dev/widelands/net-relay into
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Requested reviews:
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For more de
Notabilis has proposed merging
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Commit message:
Removing invalid assert in code for metaserver communication.
Requested reviews:
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Related bugs:
Bug #1704449 in widelands: "Asse
Notabilis has proposed merging lp:~widelands-dev/widelands/unreceived-packets
into lp:widelands.
Commit message:
Deliver received network packets even when the TCP connection is already closed.
Requested reviews:
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For more details, see:
https
The documentation about the network commands for the metaserver is in
src/network/internet_gaming_protocol.h. But I guess it is not quite what you
are looking for. Other than that, you can only search for it in
src/network/internet_gaming.cc where all the code for communicating with the
Thanks for your efforts on cleaning up the code!
Most of this branch looks good to me, although I have a a few comments. The
first two points should probably be fixed, the other ones are not so important.
Note that I haven't tried compiling or testing, I only looked at the code.
Diff comments:
Thanks for deploying and enabling IPv6!
I am able to successfully connect to the metaserver with both this branch and
trunk and start a game. Unfortunately, its only IPv4 for now. So this branch
can be merged now.
What is still missing is the record for widelands.org. By modifying my
Well, the 2 hours are over. ;)
I can successfully connect to the metaserver with IPv4 and IPv6. Thanks!
And the website is available per IPv6 now, too.
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Is there anything left that should be done? Otherwise I would say lets merge
this.
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Yes, I know. But when someone else does it, I can be sure of the full approval
of at least one other person. Distributing the blame when something goes wrong
or so. ;-)
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Notabilis has proposed merging
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Requested reviews:
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Related bugs:
Bug #1685645 in widelands: "Workertable in buildings is broken"
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Requested reviews:
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Related bugs:
Bug #1655168 in widelands: "statistic window: switch ealier to hours instead
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Notabilis has proposed merging lp:~widelands-dev/widelands/bug-1685331-oldsaves
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Requested reviews:
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Related bugs:
Bug #1685331 in widelands: "Barracks can't be built with old savegames"
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No problem, is done.
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Sorry for the long silence, I should have written much earlier. My primary
problem is lack of time, but when I can work on it its going well enough. I
fear I won't be able to work on it in the next two weeks but hopefully I have
more time afterwards.
Thanks for the comments regarding the
Review: Approve
Code looks good and it seems to work fine. Tested it with b19 savegames with
and without ports and with a current scenario savegame.
A small remark: Increasing "tribe_buildings" could probably be replaced with
"player->tribe().buildings().size()".
--
Thanks, is done.
I used the *Impl structs to hide that we are using SDLNet, but admittedly it
doesn't really matter.
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Notabilis has proposed merging lp:~widelands-dev/widelands/refac-netcode into
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For mo
The proposal to merge lp:~widelands-dev/widelands/refac-netcode into
lp:widelands has been updated.
Description changed to:
Hint: You don't need to know anything about networking to review this.
Moving some code around to hide most SDLNet specific calls inside two classes.
This branch should
Thanks for the review! I included nearly all of them in the commit, except for
you "Game or Net"-comment which was already correct.
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Review: Approve
Code looks good and I wasn't able to make it crash any longer.
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Notabilis has proposed merging
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Bug #1690649 in widelands: "crash in NetClient::is_connected()"
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The "1" is defined in internet_gaming_protocol.h as "there will be another ip".
I can add a comment in the respective line.
I could replace the pair with a struct, but I it might happen that there is
only an IPv6 address but no IPv4 address. So I guess the struct might be better
readable but
Thanks! No hurry, though.
If you have experience with go (golang?), please also check stuff like code
style or so. It is my first try working with it.
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Notabilis has proposed merging
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Notabilis has proposed merging lp:~widelands-dev/widelands-metaserver/ipv6 into
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Thanks for asking for the "1". While looking at it I noticed that the protocol
definition was in fact outdated and at a similar place (where I only looked at
the documentation) they were in fact sending the strings "true" and "false".
Now the new code is also using "true"/"false" and the
It is also online on GitHub now:
https://github.com/widelands/widelands_metaserver/pull/2
Your choice where you want to review it.
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Review is done on GitHub, this branch is no longer valid.
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The proposal to merge lp:~widelands-dev/widelands-metaserver/ipv6 into
lp:widelands-metaserver has been updated.
Status: Needs review => Rejected
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Your team Widelands Developers is
Thanks, are fixed.
Also thanks for the language fixes, even tough I had trouble sen[dt]ing the
diverged branch. Well, my mistake. Remember: Pull first, modify later. ;)
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Notabilis has proposed merging lp:~widelands-dev/widelands/net-boost-asio into
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Requested reviews:
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Bug #1689087 in widelands: "Implementing a relay server"
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For mo
I think your argumentation makes sense and it is quite likely that the game was
lagging when I encountered the bug. I wasn't able to force the bug by fighting
with a low framerate, though.
Diff looks good, too.
When I read the code right, the soldier dies / is deleted after 1 second
gametime
Thanks for the review! I included all your suggestions, even though the "prefer
IPv6" part is somewhere else in the code.
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Thanks for the review, I will address most of it.
I commented some of your comments, on two points I disagree with you and would
prefer the way it currently is. Feel free to insist if you think I am wrong.
Diff comments:
>
> === modified file 'src/network/netclient.cc'
> ---
Review is dealt with. The code looks prettier now, thanks.
I have to do some more reading about IPv6 and OSX. I fear we will need some
platform specific code there. I will try to push something for testing in the
next days.
--
Here, I have something more to play with for you. ;-)
When I understand it right, with the current version you are always getting the
log message "closing IPv6 socket" when entering the LAN lobby, right? With my
newest push this message hopefully does not appear any longer. And if it works
Travis is only complaining about my coding style, which I have to agree with.
The current apple-test-code is totally ugly. ;-)
The failing builds are the debug builds, seems like release builds aren't doing
codechecks.
When I understood it right, the new code worked on your system, or? If you
Review: Resubmit
Thanks a lot for testing! Sorry, somehow missed this yesterday.
- Thanks for fixing the find-broadcast code, it compiles and works on my
system, too.
- Trunk is merged, luckily without conflicts.
- I went through the boost history, seems like version 1.48 is good enough. A
lot
Seems like its building on Windows (or at least on Appveyor) now. A
confirmation and a short test would be appreciated, though. Also, building and
testing on MacOS is still missing.
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https://code.launchpad.net/~widelands-dev/widelands/net-boost-asio/+merge/324364
Your team Widelands
Fine by me, I will try to do so.
Thanks a lot for all the testing, it was a great help!
--
https://code.launchpad.net/~widelands-dev/widelands/net-boost-asio/+merge/324364
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/net-boost-asio.
See the positive side: You were able to compile the branch! ;-)
Seems like some kind of memory corruption though I am not sure where it is
coming from. The line in GameHost indicates that the server crashed. What were
you doing when it happened? Could it be that your network went offline (just
Today it does not happen for me anymore. Really strange effect, no idea what
happened there.
So, if no-one has any requests or suggestions left, lets merge this?
--
https://code.launchpad.net/~widelands-dev/widelands/net-boost-asio/+merge/324364
Your team Widelands Developers is subscribed to
The proposal to merge lp:~widelands-dev/widelands/net-boost-asio into
lp:widelands has been updated.
Commit Message changed to:
Replaced SDL-Net with Boost.Asio.
Added IPv6 support for non-metaserver games.
For more details, see:
Thanks for testing and the review. I fixed all your nits except the iterator. A
foreach-loop would not work since I need it to get the key of the std::map and
also since I am modifying the map while running through it. The temporary
key-variable (for it->first) could be probably removed when I
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