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Fix replay timer assignment to new members
Ignore expired state of replay timers when assigning to new members This fixes a regression from a previous change that stopped assigning expired lockouts to new members. Only expired event timers should be ignored for new members. Replay Timers should always be added with a a fresh lockout
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@ -810,7 +810,7 @@ void Expedition::DzInviteResponse(Client* add_client, bool accepted, const std::
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for (const auto& lockout_iter : m_lockouts)
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for (const auto& lockout_iter : m_lockouts)
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{
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{
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const ExpeditionLockoutTimer& lockout = lockout_iter.second;
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const ExpeditionLockoutTimer& lockout = lockout_iter.second;
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if (!lockout.IsInherited() && !lockout.IsExpired() &&
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if (!lockout.IsInherited() &&
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!add_client->HasExpeditionLockout(m_expedition_name, lockout.GetEventName()))
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!add_client->HasExpeditionLockout(m_expedition_name, lockout.GetEventName()))
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{
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{
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// replay timers are optionally added to new members immediately on
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// replay timers are optionally added to new members immediately on
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@ -823,7 +823,7 @@ void Expedition::DzInviteResponse(Client* add_client, bool accepted, const std::
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lockout.GetExpeditionName(), lockout.GetEventName(), lockout.GetDuration());
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lockout.GetExpeditionName(), lockout.GetEventName(), lockout.GetDuration());
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}
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}
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}
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}
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else
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else if (!lockout.IsExpired())
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{
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{
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pending_lockouts.emplace_back(lockout);
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pending_lockouts.emplace_back(lockout);
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}
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}
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