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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@@ -110,6 +110,8 @@ public:
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boost::shared_ptr<ServerDBInterface> GetDatabase();
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ServerBanManager &GetBanManager();
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u_int32_t GetRejoinGameIdForPlayer(const std::string &playerName, const std::string &guid, unsigned &outPlayerUniqueId);
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protected:
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typedef std::deque<boost::shared_ptr<boost::asio::ip::tcp::socket> > ConnectQueue;
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