SERVER: Ensure PlayerSpawn() only resets rounds when appropriate#132
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SERVER: Ensure PlayerSpawn() only resets rounds when appropriate#132tanuki-billie wants to merge 1 commit into
PlayerSpawn() only resets rounds when appropriate#132tanuki-billie wants to merge 1 commit into
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PlayerSpawn() only resets rounds when appropriate
MotoLegacy
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Jun 25, 2025
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MotoLegacy
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Minor question and comment revision, otherwise LGTM
| // This prevents the round resetting whenever a player joins the game. | ||
| // (https://github.com/nzp-team/nzportable/issues/1185) | ||
| // | ||
| void() Test_Round_PlayerSpawnSetsRoundProperly = |
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Did you confirm that this test functioned properly (failed) before writing your fix?
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No, I hadn't. The test still passes when the change is reverted. I'll need to go back and revise the test (and the code).
| // | ||
| // Test_Round_PlayerSpawnSetsRoundProperly() | ||
| // Validate that PlayerSpawn() only sets the round when needed (at the game start). | ||
| // This prevents the round resetting whenever a player joins the game. |
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No need for this line because this isn't fixing or preventing anything, just testing its behaviors
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Description of Changes
Adds an additional guard for rounds being updated in
PlayerSpawn()so that rounds aren't erroneously reset when a player joins a multiplayer game (nzp-team/nzportable#1185). Also adds a relevant unit test in a file for round-specific logic.Visual Sample
round.progression.trimmed.mp4
Checklist