Obsolete refactor - ConnectedClient to Channel (#24409)
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@@ -101,7 +101,7 @@ namespace Content.Server.GameTicking
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{
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foreach (var player in _playerManager.Sessions)
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{
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RaiseNetworkEvent(GetStatusMsg(player), player.ConnectedClient);
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RaiseNetworkEvent(GetStatusMsg(player), player.Channel);
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}
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}
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@@ -156,7 +156,7 @@ namespace Content.Server.GameTicking
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_playerGameStatuses[playerUserId] = status;
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if (!_playerManager.TryGetSessionById(playerUserId, out var playerSession))
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continue;
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RaiseNetworkEvent(GetStatusMsg(playerSession), playerSession.ConnectedClient);
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RaiseNetworkEvent(GetStatusMsg(playerSession), playerSession.Channel);
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}
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}
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@@ -175,7 +175,7 @@ namespace Content.Server.GameTicking
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var status = ready ? PlayerGameStatus.ReadyToPlay : PlayerGameStatus.NotReadyToPlay;
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_playerGameStatuses[player.UserId] = ready ? PlayerGameStatus.ReadyToPlay : PlayerGameStatus.NotReadyToPlay;
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RaiseNetworkEvent(GetStatusMsg(player), player.ConnectedClient);
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RaiseNetworkEvent(GetStatusMsg(player), player.Channel);
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// update server info to reflect new ready count
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UpdateInfoText();
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}
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