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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@@ -112,7 +112,9 @@ void Session::startLocalGame(const GameData &gameData, const StartData &startDat
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//PlayerData erzeugen
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// UniqueId = PlayerNumber for local games.
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boost::shared_ptr<PlayerData> playerData(new PlayerData(i, i,
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boost::shared_ptr<PlayerData> playerData(new PlayerData(
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i,
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i,
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i == 0 ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER,
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PLAYER_RIGHTS_NORMAL,
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i == 0));
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