More work on rejoin. This is still broken because the player id is not yet updated on client side, and the server still does not activate the rejoining player.
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@@ -627,6 +627,22 @@ ServerGame::SetPlayerAutoLeaveOnFinish(unsigned playerId)
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m_autoLeavePlayerList.push_back(playerId);
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}
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void
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ServerGame::AddRejoinPlayer(unsigned playerId)
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{
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boost::mutex::scoped_lock lock(m_rejoinPlayerListMutex);
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m_rejoinPlayerList.push_back(playerId);
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}
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PlayerIdList
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ServerGame::GetAndResetRejoinPlayers()
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{
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boost::mutex::scoped_lock lock(m_rejoinPlayerListMutex);
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PlayerIdList tmpList(m_rejoinPlayerList);
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m_rejoinPlayerList.clear();
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return tmpList;
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}
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void
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ServerGame::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
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{
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