@@ -135,26 +135,6 @@ void CancelCloseLobby()
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StopCoroutine ( m_WaitToEndLobbyCoroutine ) ;
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}
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CharSelectData . IsLobbyClosed . Value = false ;
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- // Set all players unready so they can react to this cancellation
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- SetAllUnready ( ) ;
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- }
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-
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- void SetAllUnready ( )
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- {
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- for ( int i = 0 ; i < CharSelectData . LobbyPlayers . Count ; ++ i )
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- {
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- // Set all locked players to active so that they have to confirm their choice again
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- if ( CharSelectData . LobbyPlayers [ i ] . SeatState == CharSelectData . SeatState . LockedIn )
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- {
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- CharSelectData . LobbyPlayers [ i ] = new CharSelectData . LobbyPlayerState (
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- CharSelectData . LobbyPlayers [ i ] . ClientId ,
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- CharSelectData . LobbyPlayers [ i ] . PlayerName ,
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- CharSelectData . LobbyPlayers [ i ] . PlayerNumber ,
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- CharSelectData . SeatState . Active ,
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- CharSelectData . LobbyPlayers [ i ] . SeatIdx ,
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- CharSelectData . LobbyPlayers [ i ] . LastChangeTime ) ;
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- }
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- }
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}
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void SaveLobbyResults ( )
@@ -283,17 +263,10 @@ void OnClientDisconnectCallback(ulong clientId)
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}
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}
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-
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- if ( CharSelectData . IsLobbyClosed . Value )
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- {
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- // If lobby is closing and waiting to start the game, cancel so that other players can react to it, and
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- // wait for the player coming back if they want to.
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- CancelCloseLobby ( ) ;
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- }
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- else
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+ if ( ! CharSelectData . IsLobbyClosed . Value )
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{
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- // If it is not closing, set everyone as unready for the same reason
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- SetAllUnready ( ) ;
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+ // If the lobby is not already closing, close if the remaining players are all ready
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+ CloseLobbyIfReady ( ) ;
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}
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}
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}
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