updated to set game stats before exit game check
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@ -1762,6 +1762,16 @@ void Game::update() {
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// a) Updates non dependent on speed
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// set game stats for host
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NetworkManager &networkManager = NetworkManager::getInstance();
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NetworkRole role = networkManager.getNetworkRole();
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if(role == nrServer) {
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ServerInterface *server = NetworkManager::getInstance().getServerInterface(false);
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if(server != NULL) {
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server->setGameStats(world.getStats());
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}
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}
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bool pendingQuitError = (quitPendingIndicator == true ||
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(NetworkManager::getInstance().getGameNetworkInterface() != NULL &&
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NetworkManager::getInstance().getGameNetworkInterface()->getQuit()));
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@ -1821,10 +1831,10 @@ void Game::update() {
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//updateLoops = 80;
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}
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NetworkManager &networkManager= NetworkManager::getInstance();
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//NetworkManager &networkManager= NetworkManager::getInstance();
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bool enableServerControlledAI = this->gameSettings.getEnableServerControlledAI();
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//bool isNetworkGame = this->gameSettings.isNetworkGame();
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NetworkRole role = networkManager.getNetworkRole();
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//NetworkRole role = networkManager.getNetworkRole();
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if(role == nrClient && updateLoops == 1 && world.getFrameCount() >= (gameSettings.getNetworkFramePeriod() * 2) ) {
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ClientInterface *clientInterface = dynamic_cast<ClientInterface *>(networkManager.getClientInterface());
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@ -2282,9 +2292,6 @@ void Game::update() {
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// START - Handle joining in progress games
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if(role == nrServer) {
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ServerInterface *server = NetworkManager::getInstance().getServerInterface();
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server->setGameStats(world.getStats());
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if(server->getPauseForInGameConnection() == true) {
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bool clientNeedsGameSetup = false;
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