More work on rejoin: The server now detects when a rejoin is possible and allows the player to login directly, without waiting for a possible existing connection to be terminated. A session GUID is stored in the cache directory on client side for this purpose.
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@@ -43,6 +43,15 @@ public:
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unsigned getMyUniqueID() const {
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return myUniqueID;
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}
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void setMyGuid(const std::string &theValue) {
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myGuid = theValue;
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}
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std::string getMyGuid() const {
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return myGuid;
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}
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PlayerType getMyType() const {
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return myType;
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}
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@@ -290,6 +299,7 @@ private:
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// Konstanten
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int myID;
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unsigned myUniqueID;
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std::string myGuid;
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PlayerType myType;
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std::string myName;
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std::string myAvatar;
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