mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-19 22:48:18 +00:00
Merge #6074
6074: Reset teams when restarting round r=def- a=Robyt3 The state of teams was not reset when restarting a round with `restart`, which led to various issues (#5144): - Switchers kept their previous state instead of being reset to the initial state after restarting. - Teams that started racing sometimes could not be joined after restarting. - Sometimes teams cannot finish a race after restarting. I cannot reproduce this issue, so I don't know if it's fixed by these changes. ## Checklist - [X] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test (especially base/) or added coverage to integration test - [X] Considered possible null pointers and out of bounds array indexing - [X] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: Robert Müller <robytemueller@gmail.com>
This commit is contained in:
commit
c2d5d81df9
|
@ -108,7 +108,7 @@ public:
|
|||
virtual void OnPlayerConnect(class CPlayer *pPlayer);
|
||||
virtual void OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason);
|
||||
|
||||
void OnReset();
|
||||
virtual void OnReset();
|
||||
|
||||
// game
|
||||
void DoWarmup(int Seconds);
|
||||
|
|
|
@ -159,6 +159,12 @@ void CGameControllerDDRace::OnPlayerDisconnect(CPlayer *pPlayer, const char *pRe
|
|||
m_Teams.SetForceCharacterTeam(ClientID, TEAM_FLOCK);
|
||||
}
|
||||
|
||||
void CGameControllerDDRace::OnReset()
|
||||
{
|
||||
IGameController::OnReset();
|
||||
m_Teams.Reset();
|
||||
}
|
||||
|
||||
void CGameControllerDDRace::Tick()
|
||||
{
|
||||
IGameController::Tick();
|
||||
|
|
|
@ -23,6 +23,8 @@ public:
|
|||
void OnPlayerConnect(class CPlayer *pPlayer) override;
|
||||
void OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason) override;
|
||||
|
||||
void OnReset() override;
|
||||
|
||||
void Tick() override;
|
||||
|
||||
void DoTeamChange(class CPlayer *pPlayer, int Team, bool DoChatMsg = true) override;
|
||||
|
|
|
@ -31,18 +31,15 @@ void CGameTeams::Reset()
|
|||
m_aTeamState[i] = TEAMSTATE_EMPTY;
|
||||
m_aTeamLocked[i] = false;
|
||||
m_apSaveTeamResult[i] = nullptr;
|
||||
|
||||
m_aInvited[i] = 0;
|
||||
m_aPractice[i] = false;
|
||||
m_aLastSwap[i] = 0;
|
||||
m_aTeamSentStartWarning[i] = false;
|
||||
m_aTeamUnfinishableKillTick[i] = -1;
|
||||
ResetRoundState(i);
|
||||
}
|
||||
}
|
||||
|
||||
void CGameTeams::ResetRoundState(int Team)
|
||||
{
|
||||
ResetInvited(Team);
|
||||
if(Team != TEAM_SUPER)
|
||||
ResetSwitchers(Team);
|
||||
m_aLastSwap[Team] = 0;
|
||||
|
||||
|
|
Loading…
Reference in a new issue