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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@@ -120,6 +120,14 @@ public:
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return m_receiveBuffer;
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}
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const std::string &GetSessionGuid() const {
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return m_sessionGuid;
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}
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void SetSessionGuid(const std::string &sessionGuid) {
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m_sessionGuid = sessionGuid;
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}
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private:
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boost::shared_ptr<SessionData> m_sessionData;
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boost::shared_ptr<boost::asio::ip::tcp::resolver> m_resolver;
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@@ -137,6 +145,7 @@ private:
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std::string m_cacheDir;
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bool m_hasSubscribedLobbyMsg;
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ReceiveBuffer m_receiveBuffer;
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std::string m_sessionGuid;
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};
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#endif
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