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.

This commit is contained in:
lotodore
2011-08-28 17:14:03 +00:00
parent 0a49783889
commit 32ba77709e
18 changed files with 195 additions and 24 deletions
@@ -60,9 +60,23 @@ ClientPlayer::getMyUniqueID() const
return myUniqueID;
}
void
ClientPlayer::setMyGuid(const std::string &theValue)
{
myGuid = theValue;
}
std::string
ClientPlayer::getMyGuid() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return myGuid;
}
PlayerType
ClientPlayer::getMyType() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return myType;
}