Hotfix: Set round end information for replays back to null on round start instead of round end (#25394)
* Hotfix * I dont think i need this now
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@@ -48,6 +48,10 @@ public sealed partial class GameTicker
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var tempDir = _cfg.GetCVar(CCVars.ReplayAutoRecordTempDir);
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var tempDir = _cfg.GetCVar(CCVars.ReplayAutoRecordTempDir);
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ResPath? moveToPath = null;
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ResPath? moveToPath = null;
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// Set the round end player and text back to null to prevent it from writing the previous round's data.
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_replayRoundPlayerInfo = null;
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_replayRoundText = null;
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if (!string.IsNullOrEmpty(tempDir))
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if (!string.IsNullOrEmpty(tempDir))
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{
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{
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var baseReplayPath = new ResPath(_cfg.GetCVar(CVars.ReplayDirectory)).ToRootedPath();
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var baseReplayPath = new ResPath(_cfg.GetCVar(CVars.ReplayDirectory)).ToRootedPath();
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@@ -124,9 +128,6 @@ public sealed partial class GameTicker
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metadata["roundEndPlayers"] = _serialman.WriteValue(_replayRoundPlayerInfo);
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metadata["roundEndPlayers"] = _serialman.WriteValue(_replayRoundPlayerInfo);
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metadata["roundEndText"] = new ValueDataNode(_replayRoundText);
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metadata["roundEndText"] = new ValueDataNode(_replayRoundText);
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metadata["server_id"] = new ValueDataNode(_configurationManager.GetCVar(CCVars.ServerId));
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metadata["server_id"] = new ValueDataNode(_configurationManager.GetCVar(CCVars.ServerId));
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// These should be set to null to prepare them for the next round.
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_replayRoundPlayerInfo = null;
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_replayRoundText = null;
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}
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}
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private ResPath GetAutoReplayPath()
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private ResPath GetAutoReplayPath()
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