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chore: format everything
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@@ -889,8 +889,7 @@ void MinecraftServer::stopServer(bool didInit) {
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// also need to check for a profile switch here - primary player signs out,
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// and another player signs in before dismissing the dash
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if ((m_bPrimaryPlayerSignedOut == false) &&
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ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad()))
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{
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ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad())) {
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// if trial version or saving is disabled, then don't save anything.
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// Also don't save anything if we didn't actually get through the server
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// initialisation.
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@@ -916,7 +915,7 @@ void MinecraftServer::stopServer(bool didInit) {
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saveGameRules();
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app.m_gameRules.unloadCurrentGameRules();
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if (levels[0] != nullptr) // This can be null if stopServer happens
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// very quickly due to network error
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// very quickly due to network error
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{
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levels[0]->saveToDisc(
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Minecraft::GetInstance()->progressRenderer, false);
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@@ -942,7 +941,6 @@ void MinecraftServer::stopServer(bool didInit) {
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}
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}
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delete connection;
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connection = nullptr;
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delete players;
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@@ -1613,8 +1611,7 @@ void MinecraftServer::chunkPacketManagement_PreTick() {
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do {
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int longestTime = 0;
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auto playerConnectionBest = playersOrig.begin();
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for (auto it = playersOrig.begin(); it != playersOrig.end();
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it++) {
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for (auto it = playersOrig.begin(); it != playersOrig.end(); it++) {
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int thisTime = 0;
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INetworkPlayer* np = (*it)->getNetworkPlayer();
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if (np) {
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@@ -1700,8 +1697,8 @@ void MinecraftServer::cycleSlowQueueIndex() {
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s_slowQueuePlayerIndex = 0;
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}
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} while (g_NetworkManager.IsInSession() && currentPlayerCount > 0 &&
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s_slowQueuePlayerIndex != startingIndex && currentPlayer != nullptr &&
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currentPlayer->IsLocal());
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s_slowQueuePlayerIndex != startingIndex &&
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currentPlayer != nullptr && currentPlayer->IsLocal());
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// app.DebugPrintf("Cycled slow queue index to %d\n",
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// s_slowQueuePlayerIndex);
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}
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