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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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@ -266,6 +266,10 @@ void TabGame::resetChatAndPhase()
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// reset phase markers
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game->getGameState()->setCurrentPhase(-1);
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// reset spectator state so the replay can rebuild it from the start
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game->getPlayerManager()->clearSpectators();
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playerListWidget->clearSpectators();
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}
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void TabGame::emitUserEvent()
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