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removed feature to set all players unready in char select when a player leaves or joins (#625)
1 parent 24a6df1 commit 9bf5772

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+3
-30
lines changed

1 file changed

+3
-30
lines changed

Assets/BossRoom/Scripts/Server/Game/State/ServerCharSelectState.cs

Lines changed: 3 additions & 30 deletions
Original file line numberDiff line numberDiff line change
@@ -135,26 +135,6 @@ void CancelCloseLobby()
135135
StopCoroutine(m_WaitToEndLobbyCoroutine);
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}
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CharSelectData.IsLobbyClosed.Value = false;
138-
// Set all players unready so they can react to this cancellation
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SetAllUnready();
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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
147-
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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160140
void SaveLobbyResults()
@@ -283,17 +263,10 @@ void OnClientDisconnectCallback(ulong clientId)
283263
}
284264
}
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286-
287-
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.
291-
CancelCloseLobby();
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}
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else
266+
if (!CharSelectData.IsLobbyClosed.Value)
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{
295-
// If it is not closing, set everyone as unready for the same reason
296-
SetAllUnready();
268+
// If the lobby is not already closing, close if the remaining players are all ready
269+
CloseLobbyIfReady();
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}
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}
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}

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