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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@@ -1314,13 +1314,7 @@ ServerLobbyThread::HandleNetPacketRejoinGame(boost::shared_ptr<SessionData> sess
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if (pos != m_gameMap.end()) {
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boost::shared_ptr<ServerGame> game = pos->second;
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// Verify that the user is allowed to rejoin.
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boost::shared_ptr<PlayerInterface> tmpPlayer = game->GetPlayerInterfaceFromGame(session->GetPlayerData()->GetName());
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if (tmpPlayer && tmpPlayer->getMyGuid() == session->GetPlayerData()->GetOldGuid()) {
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MoveSessionToGame(game, session, autoLeave);
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} else {
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SendJoinGameFailed(session, rejoinGame.gameId, NTF_NET_JOIN_REJOIN_FAILED);
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}
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MoveSessionToGame(game, session, autoLeave);
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} else {
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SendJoinGameFailed(session, rejoinGame.gameId, NTF_NET_JOIN_GAME_INVALID);
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}
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