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