Fix empty player count when resetting server
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cb70036cb1
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843ca083d5
@ -100,6 +100,7 @@
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*/
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ServerLobby::ServerLobby() : LobbyProtocol()
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{
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m_lobby_players.store(0);
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std::vector<int> all_k =
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kart_properties_manager->getKartsInGroup("standard");
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std::vector<int> all_t =
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@ -537,7 +538,6 @@ void ServerLobby::setup()
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m_winner_peer_id = 0;
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m_client_starting_time = 0;
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m_ai_count = 0;
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m_lobby_players.store(0);
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auto players = STKHost::get()->getPlayersForNewGame();
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if (m_game_setup->isGrandPrix() && !m_game_setup->isGrandPrixStarted())
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{
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@ -3179,11 +3179,6 @@ void ServerLobby::updatePlayerList(bool update_when_reset_server)
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const bool game_started = m_state.load() != WAITING_FOR_START_GAME &&
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!update_when_reset_server;
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// No need to update player list (for started grand prix currently)
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if (!allowJoinedPlayersWaiting() &&
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m_state.load() > WAITING_FOR_START_GAME && !update_when_reset_server)
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return;
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auto all_profiles = STKHost::get()->getAllPlayerProfiles();
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// N - 1 AI
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auto ai = m_ai_peer.lock();
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@ -3211,6 +3206,11 @@ void ServerLobby::updatePlayerList(bool update_when_reset_server)
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}
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m_lobby_players.store((int)all_profiles.size());
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// No need to update player list (for started grand prix currently)
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if (!allowJoinedPlayersWaiting() &&
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m_state.load() > WAITING_FOR_START_GAME && !update_when_reset_server)
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return;
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NetworkString* pl = getNetworkString();
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pl->setSynchronous(true);
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pl->addUInt8(LE_UPDATE_PLAYER_LIST)
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