void handleDisconnect(GameClient client, MessageIn message)
{
//const bool reconnectAccount = (bool) message.readInt8();
//MessageOut result(GPMSG_DISCONNECT_RESPONSE);
//result.writeInt8(ERRMSG_OK); // It is, when control reaches here
//if (reconnectAccount)
//{
// std::string magic_token(utils::getMagicToken());
// result.writeString(magic_token, MAGIC_TOKEN_LENGTH);
// // No accountserver data, the client should remember that
// accountHandler.playerReconnectAccount(
// client.character.getDatabaseID(),
// magic_token);
//}
//// TODO: implement a delayed remove
//GameState::remove(client.character);
//accountHandler.sendCharacterData(client.character);
//// Done with the character
//client.character.disconnected();
//delete client.character;
//client.character = 0;
//client.status = CLIENT_LOGIN;
//client.send(result);
}