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NetPlayServer: Clear remaining m_players when netplay thread ends so that their destructors can run while the ENetHost still exists.
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@ -357,7 +357,8 @@ void NetPlayServer::ThreadFunc()
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ClearPeerPlayerId(player_entry.second.socket);
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enet_peer_disconnect(player_entry.second.socket, 0);
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}
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} // namespace NetPlay
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m_players.clear();
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}
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static void SendSyncIdentifier(sf::Packet& spac, const SyncIdentifier& sync_identifier)
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{
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