Update submodule & clean up code with Timer.Spawn().
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@@ -148,10 +148,8 @@ namespace Content.Server
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case SessionStatus.Connected:
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case SessionStatus.Connected:
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{
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{
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// timer time must be > tick length
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// timer time must be > tick length
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IoCManager.Resolve<ITimerManager>().AddTimer(new Timer(250, false, () =>
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Timer.Spawn(250, args.Session.JoinLobby);
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{
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args.Session.JoinLobby();
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}));
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined server!", args.Session.Index);
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined server!", args.Session.Index);
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}
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}
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break;
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break;
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@@ -162,11 +160,11 @@ namespace Content.Server
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if (_server.RunLevel == ServerRunLevel.PreGame && !_countdownStarted)
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if (_server.RunLevel == ServerRunLevel.PreGame && !_countdownStarted)
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{
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{
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_countdownStarted = true;
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_countdownStarted = true;
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IoCManager.Resolve<ITimerManager>().AddTimer(new Timer(2000, false, () =>
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Timer.Spawn(2000, () =>
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{
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{
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_server.RunLevel = ServerRunLevel.Game;
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_server.RunLevel = ServerRunLevel.Game;
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_countdownStarted = false;
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_countdownStarted = false;
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}));
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});
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}
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}
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Lobby!", args.Session.Index);
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Lobby!", args.Session.Index);
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2
engine
2
engine
Submodule engine updated: 170e1ad5af...f1d3d2c5ce
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