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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@@ -34,6 +34,10 @@ public:
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virtual int getMyID() const =0;
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virtual unsigned getMyUniqueID() const =0;
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virtual void setMyGuid(const std::string &theValue) =0;
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virtual std::string getMyGuid() const =0;
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virtual PlayerType getMyType() const =0;
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virtual void setMyDude(int theValue) =0;
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