Ignore player finished result screen event during reset

This commit is contained in:
Benau 2019-05-04 15:08:54 +08:00
parent 626309d027
commit a9d9d1a121

View File

@ -2893,7 +2893,8 @@ void ServerLobby::finishedLoadingWorldClient(Event *event)
*/ */
void ServerLobby::playerFinishedResult(Event *event) void ServerLobby::playerFinishedResult(Event *event)
{ {
if (m_state.load() != RESULT_DISPLAY) if (m_rs_state.load() == RS_ASYNC_RESET ||
m_state.load() != RESULT_DISPLAY)
return; return;
std::shared_ptr<STKPeer> peer = event->getPeerSP(); std::shared_ptr<STKPeer> peer = event->getPeerSP();
m_peers_ready.at(peer) = true; m_peers_ready.at(peer) = true;