Fixed lobby update issue when computer players joined a game.
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@@ -315,6 +315,9 @@ ServerGameStateInit::InternalProcess(ServerGameThread &server, SessionWrapper se
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// Send "Player Joined" to other fully connected clients.
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// Send "Player Joined" to other fully connected clients.
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server.SendToAllPlayers(CreateNetPacketPlayerJoined(*tmpPlayerData), SessionData::Game);
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server.SendToAllPlayers(CreateNetPacketPlayerJoined(*tmpPlayerData), SessionData::Game);
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// Notify lobby.
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server.GetLobbyThread().NotifyPlayerJoinedGame(server.GetId(), tmpPlayerData->GetUniqueId());
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}
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}
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}
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}
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// Wait for all players to confirm start of game.
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// Wait for all players to confirm start of game.
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