diff --git a/QSB/ClientServerStateSync/ClientState.cs b/QSB/ClientServerStateSync/ClientState.cs index a2b65586..2b0f3b4d 100644 --- a/QSB/ClientServerStateSync/ClientState.cs +++ b/QSB/ClientServerStateSync/ClientState.cs @@ -7,8 +7,8 @@ AliveInSolarSystem, DeadInSolarSystem, AliveInEye, - WaitingForOthersToDieInSolarSystem, - WaitingForOthersToReadyInSolarSystem, + WaitingForOthersToDie, + WaitingForOthersToBeReady, WatchingLongCredits, WatchingShortCredits } diff --git a/QSB/ClientServerStateSync/ClientStateManager.cs b/QSB/ClientServerStateSync/ClientStateManager.cs index 5246b8eb..8086f547 100644 --- a/QSB/ClientServerStateSync/ClientStateManager.cs +++ b/QSB/ClientServerStateSync/ClientStateManager.cs @@ -64,7 +64,7 @@ namespace QSB.ClientServerStateSync if (oldScene == OWScene.SolarSystem) { // reloading scene - newState = ClientState.WaitingForOthersToReadyInSolarSystem; + newState = ClientState.WaitingForOthersToBeReady; } else { @@ -98,21 +98,21 @@ namespace QSB.ClientServerStateSync case OWScene.SolarSystem: if (serverState == ServerState.WaitingForAllPlayersToDie) { - newState = ClientState.WaitingForOthersToReadyInSolarSystem; + newState = ClientState.WaitingForOthersToBeReady; break; } if (oldScene == OWScene.SolarSystem) { // reloading scene - newState = ClientState.WaitingForOthersToReadyInSolarSystem; + newState = ClientState.WaitingForOthersToBeReady; } else { // loading in from title screen if (serverState == ServerState.WaitingForAllPlayersToReady) { - newState = ClientState.WaitingForOthersToReadyInSolarSystem; + newState = ClientState.WaitingForOthersToBeReady; } else { @@ -122,7 +122,7 @@ namespace QSB.ClientServerStateSync break; case OWScene.EyeOfTheUniverse: - newState = ClientState.WaitingForOthersToReadyInSolarSystem; + newState = ClientState.WaitingForOthersToBeReady; break; default: newState = ClientState.NotLoaded; diff --git a/QSB/ClientServerStateSync/ServerStateManager.cs b/QSB/ClientServerStateSync/ServerStateManager.cs index cc278f67..7aba7d01 100644 --- a/QSB/ClientServerStateSync/ServerStateManager.cs +++ b/QSB/ClientServerStateSync/ServerStateManager.cs @@ -128,7 +128,7 @@ namespace QSB.ClientServerStateSync if (_currentState == ServerState.WaitingForAllPlayersToReady) { if (QSBPlayerManager.PlayerList.All(x - => x.State is ClientState.WaitingForOthersToReadyInSolarSystem + => x.State is ClientState.WaitingForOthersToBeReady or ClientState.AliveInSolarSystem or ClientState.AliveInEye)) { diff --git a/QSB/TimeSync/WakeUpSync.cs b/QSB/TimeSync/WakeUpSync.cs index cc2b8a0e..0deba009 100644 --- a/QSB/TimeSync/WakeUpSync.cs +++ b/QSB/TimeSync/WakeUpSync.cs @@ -273,7 +273,7 @@ namespace QSB.TimeSync var serverState = ServerStateManager.Instance.GetServerState(); var clientState = QSBPlayerManager.LocalPlayer.State; - if (serverState == ServerState.WaitingForAllPlayersToReady && clientState == ClientState.WaitingForOthersToReadyInSolarSystem) + if (serverState == ServerState.WaitingForAllPlayersToReady && clientState == ClientState.WaitingForOthersToBeReady) { if (CurrentState != State.Pausing) { @@ -289,7 +289,7 @@ namespace QSB.TimeSync } } - if (serverState == ServerState.WaitingForAllPlayersToDie && clientState == ClientState.WaitingForOthersToReadyInSolarSystem) + if (serverState == ServerState.WaitingForAllPlayersToDie && clientState == ClientState.WaitingForOthersToBeReady) { if (CurrentState == State.Pausing && (PauseReason)CurrentReason == PauseReason.WaitingForAllPlayersToBeReady) { @@ -352,12 +352,12 @@ namespace QSB.TimeSync StartPausing(PauseReason.ServerNotStarted); } - if (serverState == ServerState.WaitingForAllPlayersToReady && CurrentState != State.Pausing && clientState == ClientState.WaitingForOthersToReadyInSolarSystem) + if (serverState == ServerState.WaitingForAllPlayersToReady && CurrentState != State.Pausing && clientState == ClientState.WaitingForOthersToBeReady) { StartPausing(PauseReason.WaitingForAllPlayersToBeReady); } - if (serverState == ServerState.WaitingForAllPlayersToDie && clientState == ClientState.WaitingForOthersToReadyInSolarSystem) + if (serverState == ServerState.WaitingForAllPlayersToDie && clientState == ClientState.WaitingForOthersToBeReady) { StartPausing(PauseReason.WaitingForAllPlayersToBeReady); }