(svn r15987) -Fix: make the master socket only listen on the IP the server is bound to.
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@@ -587,7 +587,7 @@ static void NetworkClose()
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_listensockets.Clear();
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DEBUG(net, 1, "Closed listener");
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}
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NetworkUDPCloseAll();
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NetworkUDPClose();
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TCPConnecter::KillAll();
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@@ -606,6 +606,7 @@ static void NetworkClose()
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static void NetworkInitialize()
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{
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InitializeNetworkPools();
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NetworkUDPInitialize();
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_sync_frame = 0;
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_network_first_time = true;
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@@ -743,6 +744,7 @@ bool NetworkServerStart()
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IConsoleCmdExec("exec scripts/pre_server.scr 0");
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if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
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NetworkDisconnect();
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NetworkInitialize();
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if (!NetworkListen()) return false;
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@@ -1077,7 +1079,6 @@ void NetworkStartUp()
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memset(&_network_game_info, 0, sizeof(_network_game_info));
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NetworkUDPInitialize();
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NetworkInitialize();
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DEBUG(net, 3, "[core] network online, multiplayer available");
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NetworkFindBroadcastIPs(&_broadcast_list);
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@@ -1087,7 +1088,6 @@ void NetworkStartUp()
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void NetworkShutDown()
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{
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NetworkDisconnect();
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NetworkUDPShutdown();
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DEBUG(net, 3, "[core] shutting down network");
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