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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@@ -60,9 +60,23 @@ ClientPlayer::getMyUniqueID() const
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return myUniqueID;
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}
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void
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ClientPlayer::setMyGuid(const std::string &theValue)
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{
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myGuid = theValue;
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}
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std::string
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ClientPlayer::getMyGuid() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return myGuid;
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}
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PlayerType
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ClientPlayer::getMyType() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return myType;
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}
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