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Fix lobbies (#901)
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2fdcf62ec6
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@ -208,7 +208,7 @@ void ScriptedActivityComponent::PlayerLeave(LWOOBJID playerID) {
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}
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void ScriptedActivityComponent::Update(float deltaTime) {
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std::vector<Lobby*> lobbiesToRemove{};
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// Ticks all the lobbies, not applicable for non-instance activities
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for (Lobby* lobby : m_Queue) {
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for (LobbyPlayer* player : lobby->players) {
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@ -219,6 +219,11 @@ void ScriptedActivityComponent::Update(float deltaTime) {
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}
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}
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if (lobby->players.empty()) {
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lobbiesToRemove.push_back(lobby);
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continue;
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}
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// Update the match time for all players
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if (m_ActivityInfo.maxTeamSize != 1 && lobby->players.size() >= m_ActivityInfo.minTeamSize
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|| m_ActivityInfo.maxTeamSize == 1 && lobby->players.size() >= m_ActivityInfo.minTeams) {
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@ -262,13 +267,17 @@ void ScriptedActivityComponent::Update(float deltaTime) {
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// The timer has elapsed, start the instance
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if (lobby->timer <= 0.0f) {
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Game::logger->Log("ScriptedActivityComponent", "Setting up instance.");
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ActivityInstance* instance = NewInstance();
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LoadPlayersIntoInstance(instance, lobby->players);
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RemoveLobby(lobby);
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instance->StartZone();
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lobbiesToRemove.push_back(lobby);
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}
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}
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while (!lobbiesToRemove.empty()) {
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RemoveLobby(lobbiesToRemove.front());
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lobbiesToRemove.erase(lobbiesToRemove.begin());
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}
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}
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void ScriptedActivityComponent::RemoveLobby(Lobby* lobby) {
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