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fixed potential threading/socket issue
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@@ -227,6 +227,12 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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std::cout << "\tPC_UID: " << plr.PCStyle.iPC_UID << std::endl;
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)
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// check if account is already in use
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if (isAccountInUse(plr.accountId)) {
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// kick the other player
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exitDuplicate(plr.accountId);
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}
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response.iID = plr.iID;
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response.uiSvrTime = getTime();
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response.PCLoadData2CL.iUserLevel = plr.accountLevel;
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