Entity GetGame::CreatePlayer(PlayerIdentity identity, string name, vector pos, float radius, string spec)
The expected behaviour is for it to create a new player which will save in the server storage. The game will continue to think the pre-existing character which would have already been removed from the server (by force kill or object deletion) would instead prevent any newly created character from being saved. This means on reconnect the player would lose their character and any items saved on the character.