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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@@ -33,6 +33,7 @@
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class ServerLobbyThread;
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class ServerGameState;
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class ServerDBInterface;
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class PlayerInterface;
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class ConfigFile;
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struct GameData;
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class Game;
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@@ -73,6 +74,7 @@ public:
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bool IsPlayerConnected(const std::string &name) const;
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bool IsPlayerConnected(unsigned playerId) const;
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bool IsClientAddressConnected(const std::string &clientAddress) const;
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boost::shared_ptr<PlayerInterface> GetPlayerInterfaceFromGame(const std::string &playerName);
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bool IsRunning() const;
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