JoinLeaveSingularity - cancel if PlayerTransformSync is destroyed, and also check for player.Body before running leave singularity for if they leave while still on the title screen

This commit is contained in:
JohnCorby 2022-05-11 09:53:48 -07:00
parent e28d9ea7ad
commit b56a3376e1

View File

@ -19,7 +19,7 @@ public static class JoinLeaveSingularity
if (joining)
{
if (PlayerTransformSync.LocalInstance == null ||
player.PlayerId < QSBPlayerManager.LocalPlayerId)
player.PlayerId < QSBPlayerManager.LocalPlayerId)
{
// player was here before we joined
return;
@ -31,10 +31,19 @@ public static class JoinLeaveSingularity
{
return;
}
if (!player.Body)
{
// player was kicked (i.e. player body doesn't exist cuz they're still in title screen)
return;
}
}
var go = new GameObject($"player {player} JoinLeaveSingularity");
var ct = go.GetCancellationTokenOnDestroy();
var ct = CancellationTokenSource.CreateLinkedTokenSource(
go.GetCancellationTokenOnDestroy(),
player.TransformSync.GetCancellationTokenOnDestroy()
).Token;
UniTask.Create(async () =>
{
DebugLog.DebugWrite($"{go.name}: WARP TASK");
@ -142,4 +151,4 @@ public static class JoinLeaveSingularity
};
await UniTask.WaitUntil(() => !effect.enabled && !singularity._owOneShotSource.isPlaying, cancellationToken: ct);
}
}
}