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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@@ -92,6 +92,8 @@ public:
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unsigned GetUniqueId() const;
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int GetNumber() const;
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void SetNumber(int number);
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std::string GetGuid() const;
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void SetGuid(const std::string &guid);
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DB_id GetDBId() const;
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void SetDBId(DB_id id);
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@@ -101,6 +103,7 @@ private:
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const unsigned m_uniqueId;
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DB_id m_dbId;
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int m_number;
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std::string m_guid;
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std::string m_name;
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std::string m_password;
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std::string m_country;
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