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[Game] Prevent spectator duplication when replaying joined events (#7248)
* [Game] Prevent spectator duplication when replaying joined events The spectator branch of eventJoin emitted spectatorJoined unconditionally even when the spectator was already present (e.g. replayed during a rewind). Guard it like the player branch and eventGameStateChanged, and make PlayerListWidget::addPlayer idempotent as defense in depth. * In resetChatAndPhase() (the rewound() handler), also clear all spectators from both PlayerManager and PlayerListWidget before the replay rebuilds from event 0. The forward replay then re-adds exactly the spectators whose join events fall within the new time range via eventGameStateChanged/eventJoin. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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6 changed files with 35 additions and 2 deletions
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@ -75,6 +75,14 @@ PlayerLogic *PlayerManager::getPlayer(int playerId) const
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return player;
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}
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void PlayerManager::clearSpectators()
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{
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const QList<int> spectatorIds = spectators.keys();
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for (int spectatorId : spectatorIds) {
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removeSpectator(spectatorId);
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}
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}
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void PlayerManager::onPlayerConceded(int playerId, bool conceded)
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{
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// Everything else cares about this
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