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Do not log joins on gameStateChanged (resume events) (#6207)
Took 13 minutes Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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@@ -254,14 +254,12 @@ void GameEventHandler::eventGameStateChanged(const Event_GameStateChanged &event
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if (!game->getPlayerManager()->getSpectators().contains(playerId)) {
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if (!game->getPlayerManager()->getSpectators().contains(playerId)) {
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game->getPlayerManager()->addSpectator(playerId, prop);
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game->getPlayerManager()->addSpectator(playerId, prop);
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emit spectatorJoined(prop);
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emit spectatorJoined(prop);
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emit logJoinSpectator(playerName);
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}
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}
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} else {
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} else {
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Player *player = game->getPlayerManager()->getPlayers().value(playerId, 0);
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Player *player = game->getPlayerManager()->getPlayers().value(playerId, 0);
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if (!player) {
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if (!player) {
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player = game->getPlayerManager()->addPlayer(playerId, prop.user_info());
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player = game->getPlayerManager()->addPlayer(playerId, prop.user_info());
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emit playerJoined(prop);
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emit playerJoined(prop);
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emit logJoinPlayer(player);
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}
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}
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player->processPlayerInfo(playerInfo);
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player->processPlayerInfo(playerInfo);
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if (player->getPlayerInfo()->getLocal()) {
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if (player->getPlayerInfo()->getLocal()) {
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