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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@@ -64,6 +64,8 @@ public:
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// Calls InternalProcess if packet has not been processed.
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virtual void ProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(unsigned gameId, const PlayerData &playerData);
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protected:
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet) = 0;
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@@ -98,8 +100,6 @@ protected:
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virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
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static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(unsigned gameId, const PlayerData &playerData);
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private:
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static ServerGameStateInit s_state;
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};
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