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Send gameserver lobby callback even when the one set is invalid.
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parent
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2 changed files with 3 additions and 1 deletions
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@ -40,6 +40,7 @@ message Lobby {
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uint64 id = 1;
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uint32 ip = 2;
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uint32 port = 3;
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uint32 num_update = 4;
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}
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Gameserver gameserver = 5;
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@ -993,6 +993,7 @@ void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 un
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lobby->mutable_gameserver()->set_id(steamIDGameServer.ConvertToUint64());
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lobby->mutable_gameserver()->set_ip(unGameServerIP);
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lobby->mutable_gameserver()->set_port(unGameServerPort);
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lobby->mutable_gameserver()->set_num_update(lobby->gameserver().num_update() + 1);
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send_gameservercreated_cb(lobby->room_id(), lobby->gameserver().id(), lobby->gameserver().ip(), lobby->gameserver().port());
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trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true);
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@ -1385,7 +1386,7 @@ void Callback(Common_Message *msg)
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}
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}
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if (((joined) || (we_are_in_lobby && !protobuf_message_equal(lobby->gameserver(), msg->lobby().gameserver()))) && (CSteamID((uint64)msg->lobby().gameserver().id()).IsValid() || msg->lobby().gameserver().ip())) {
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if ((joined && msg->lobby().gameserver().num_update()) || (we_are_in_lobby && (lobby->gameserver().num_update() != msg->lobby().gameserver().num_update()))) {
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send_gameservercreated_cb(lobby->room_id(), msg->lobby().gameserver().id(), msg->lobby().gameserver().ip(), msg->lobby().gameserver().port());
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trigger_lobby_dataupdate((uint64)lobby->room_id(), (uint64)lobby->room_id(), true);
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}
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