More work on rejoin. Server still sends a denial message.
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@@ -110,8 +110,6 @@ 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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@@ -141,6 +139,7 @@ protected:
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void HandleNetPacketRetrieveAvatar(boost::shared_ptr<SessionData> session, const AvatarRequestMessage_t &retrieveAvatar);
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void HandleNetPacketCreateGame(boost::shared_ptr<SessionData> session, const std::string &password, bool autoLeave, const JoinNewGame_t &newGame);
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void HandleNetPacketJoinGame(boost::shared_ptr<SessionData> session, const std::string &password, bool autoLeave, const JoinExistingGame_t &joinGame);
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void HandleNetPacketRejoinGame(boost::shared_ptr<SessionData> session, bool autoLeave, const RejoinExistingGame_t &rejoinGame);
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void HandleNetPacketChatRequest(boost::shared_ptr<SessionData> session, const ChatRequestMessage_t &chatRequest);
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void HandleNetPacketRejectGameInvitation(boost::shared_ptr<SessionData> session, const RejectGameInvitationMessage_t &reject);
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// TODO would be better to use state pattern here.
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@@ -199,6 +198,8 @@ protected:
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static boost::shared_ptr<NetPacket> CreateNetPacketGameListNew(const ServerGame &game);
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static boost::shared_ptr<NetPacket> CreateNetPacketGameListUpdate(unsigned gameId, GameMode mode);
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u_int32_t GetRejoinGameIdForPlayer(const std::string &playerName, const std::string &guid, unsigned &outPlayerUniqueId);
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private:
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boost::shared_ptr<boost::asio::io_service> m_ioService;
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