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
+11
View File
@@ -562,6 +562,17 @@ ServerGame::IsClientAddressConnected(const std::string &clientAddress) const
return GetSessionManager().IsClientAddressConnected(clientAddress);
}
boost::shared_ptr<PlayerInterface>
ServerGame::GetPlayerInterfaceFromGame(const std::string &playerName)
{
boost::shared_ptr<PlayerInterface> tmpPlayer;
if (m_game)
{
tmpPlayer = m_game->getPlayerByName(playerName);
}
return tmpPlayer;
}
bool
ServerGame::IsRunning() const
{