Do not log joins on gameStateChanged (resume events) (#6207)

Took 13 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL
2025-10-01 15:13:56 +02:00
committed by GitHub
parent 89a8d0f6b8
commit 201750c89f

View File

@@ -254,14 +254,12 @@ void GameEventHandler::eventGameStateChanged(const Event_GameStateChanged &event
if (!game->getPlayerManager()->getSpectators().contains(playerId)) { if (!game->getPlayerManager()->getSpectators().contains(playerId)) {
game->getPlayerManager()->addSpectator(playerId, prop); game->getPlayerManager()->addSpectator(playerId, prop);
emit spectatorJoined(prop); emit spectatorJoined(prop);
emit logJoinSpectator(playerName);
} }
} else { } else {
Player *player = game->getPlayerManager()->getPlayers().value(playerId, 0); Player *player = game->getPlayerManager()->getPlayers().value(playerId, 0);
if (!player) { if (!player) {
player = game->getPlayerManager()->addPlayer(playerId, prop.user_info()); player = game->getPlayerManager()->addPlayer(playerId, prop.user_info());
emit playerJoined(prop); emit playerJoined(prop);
emit logJoinPlayer(player);
} }
player->processPlayerInfo(playerInfo); player->processPlayerInfo(playerInfo);
if (player->getPlayerInfo()->getLocal()) { if (player->getPlayerInfo()->getLocal()) {