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Ignore duplicate disconnected calls

This commit is contained in:
Ivan Savenko
2024-05-16 07:55:33 +00:00
parent f963b827e9
commit aadbf6dd6a

View File

@@ -40,26 +40,26 @@ void GlobalLobbyProcessor::onDisconnected(const std::shared_ptr<INetworkConnecti
} }
else else
{ {
if (owner.getState() == EServerState::LOBBY) for (auto const & proxy : proxyConnections)
{ {
for (auto const & proxy : proxyConnections) if (proxy.second != connection)
continue;
if (owner.getState() == EServerState::LOBBY)
{ {
if (proxy.second == connection) JsonNode message;
{ message["type"].String() = "leaveGameRoom";
JsonNode message; message["accountID"].String() = proxy.first;
message["type"].String() = "leaveGameRoom";
message["accountID"].String() = proxy.first;
sendMessage(controlConnection, message); sendMessage(controlConnection, message);
proxyConnections.erase(proxy.first);
break;
}
} }
}
// player disconnected proxyConnections.erase(proxy.first);
owner.onDisconnected(connection, errorMessage);
// player disconnected
owner.onDisconnected(connection, errorMessage);
return;
}
} }
} }