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@@ -52,8 +52,10 @@ void LobbyClientConnected::applyOnServerAfterAnnounce(CVCMIServer * srv)
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// FIXME: we need to avoid senting something to client that not yet get answer for LobbyClientConnected
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// Until UUID set we only pass LobbyClientConnected to this client
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c->uuid = uuid;
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srv->updateAndPropagateLobbyState();
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if(srv->state == EServerState::GAMEPLAY)
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{
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//immediately start game
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std::unique_ptr<LobbyStartGame> startGameForReconnectedPlayer(new LobbyStartGame);
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startGameForReconnectedPlayer->initializedStartInfo = srv->si;
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@@ -61,10 +63,6 @@ void LobbyClientConnected::applyOnServerAfterAnnounce(CVCMIServer * srv)
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startGameForReconnectedPlayer->clientId = c->connectionID;
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srv->addToAnnounceQueue(std::move(startGameForReconnectedPlayer));
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}
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else
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{
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srv->updateAndPropagateLobbyState();
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}
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}
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bool LobbyClientDisconnected::checkClientPermissions(CVCMIServer * srv) const
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