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fix(backend): check that player socket exists before trying to send data
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@ -64,6 +64,10 @@ func unpackData(datas []any, target interface{}) bool {
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}
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func verifyPlayerIsActivePlayer(room *types.Room, target *types.Player) bool {
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if target.Connection.Socket == nil {
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return false
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}
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if room.GameState != types.StateRunning {
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target.Connection.Socket.Emit("Status", types.S2C_Status{
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IsError: true,
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