More work on rejoin. Server still sends a denial message.
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@@ -746,6 +746,19 @@ ServerGameStateStartGame::DoStart(boost::shared_ptr<ServerGame> server)
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//-----------------------------------------------------------------------------
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AbstractServerGameStateRunning::~AbstractServerGameStateRunning()
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{
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}
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void
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AbstractServerGameStateRunning::HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session)
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{
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// Do not accept new sessions in this state.
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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//-----------------------------------------------------------------------------
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ServerGameStateHand ServerGameStateHand::s_state;
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ServerGameStateHand &
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@@ -778,13 +791,6 @@ ServerGameStateHand::Exit(boost::shared_ptr<ServerGame> server)
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server->GetStateTimer1().cancel();
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}
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void
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ServerGameStateHand::HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session)
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{
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// Do not accept new sessions in this state.
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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void
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ServerGameStateHand::InternalProcessPacket(boost::shared_ptr<ServerGame> /*server*/, boost::shared_ptr<SessionData> /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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{
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@@ -1228,13 +1234,6 @@ ServerGameStateWaitPlayerAction::Exit(boost::shared_ptr<ServerGame> server)
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server->GetStateTimer1().cancel();
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}
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void
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ServerGameStateWaitPlayerAction::HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session)
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{
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// Do not accept new sessions in this state.
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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void
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ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet)
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{
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@@ -1382,13 +1381,6 @@ ServerGameStateWaitNextHand::Exit(boost::shared_ptr<ServerGame> server)
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server->GetStateTimer1().cancel();
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}
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void
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ServerGameStateWaitNextHand::HandleNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session)
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{
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// Do not accept new sessions in this state.
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
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}
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void
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ServerGameStateWaitNextHand::InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet)
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{
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