keep tournament state consistent on clients
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@@ -52,7 +52,6 @@ private:
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ServerBehavior behavior);
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};
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std::unordered_map<int, ListeningSocket> listening_sockets;
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std::unordered_map<Channel*, std::shared_ptr<Client>> channel_to_client;
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std::unordered_set<std::shared_ptr<Client>> clients_to_destroy;
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std::shared_ptr<ServerState> state;
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