Cleaned up code and fixed crash when closing client before server when using udp.
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@@ -12,8 +12,6 @@ TCPServer::~TCPServer()
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void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
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{
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//PlayerDefinition pd;
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//connectedPlayers[nextPlayerID++] = pd;
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boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService));
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m_IOService.poll();
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acceptor->async_accept(*newSocket,
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