More work on rejoin. Server still sends a denial message.
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@@ -280,6 +280,16 @@ void Session::clientJoinGame(unsigned gameId, const std::string &password)
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);
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}
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void Session::clientRejoinGame(unsigned gameId)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendRejoinGame(
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gameId,
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myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1
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);
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}
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void Session::startNetworkServer(bool dedicated)
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{
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if (myNetServer) {
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