fix(backend): check that player socket exists before trying to send data

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minie4 committed 2025-03-11 12:35:38 +01:00
1 parent 49e84eaac7
commit 889ee4ce4f
2 files changed
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@@ -141,6 +141,9 @@ func OnPlayerStateUpdate(room *types.Room, player *types.Player, skipDBUpdate bo
if !skipDBUpdate {
db.Conn.UpdateRoom(room)
}
if player.Connection.Socket == nil {
return
}
player.Connection.Socket.Emit("OwnCards", types.BuildOwnCardsPacket(room, player))
BroadcastInRoom(room, "PlayerState", types.BuildPlayerStatePacket(room, player))
}