Integrating authentication - now all authentication attempts fail (still work in progress).
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@@ -121,7 +121,7 @@ SessionManager::GetSessionByPlayerName(const string playerName) const
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}
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SessionWrapper
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SessionManager::GetSessionByUniquePlayerId(unsigned uniqueId) const
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SessionManager::GetSessionByUniquePlayerId(unsigned uniqueId, bool preInitSessions) const
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{
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SessionWrapper tmpSession;
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boost::recursive_mutex::scoped_lock lock(m_sessionMapMutex);
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@@ -132,7 +132,7 @@ SessionManager::GetSessionByUniquePlayerId(unsigned uniqueId) const
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while (session_i != session_end)
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{
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// Check all players which are fully connected.
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if (session_i->second.sessionData->GetState() != SessionData::Init)
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if (preInitSessions || session_i->second.sessionData->GetState() != SessionData::Init)
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{
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boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
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if (!tmpPlayer.get())
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