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6 changes: 3 additions & 3 deletions GenOnlineService/Constants.cs
Original file line number Diff line number Diff line change
Expand Up @@ -661,7 +661,7 @@ public static async Task DeleteSession(Int64 user_id, EUserSessionType sessionTy
// If the player was in an active game when their connection dropped, record the
// abandon time NOW (before any lobby-structure cleanup runs). This timestamp is
// the authoritative "who quit first" signal used by DetermineLobbyWinnerIfNotPresent,
// and must be captured here rather than in RemoveMember, because RemoveMember may
// and must be captured here rather than in RemoveMemberAsync, because RemoveMemberAsync may
// execute much later (e.g. 30 s after the first abandonment) or at an unexpected
// time (e.g. when the other player reconnects with a fresh session and their old
// session is forcibly evicted, causing them to appear as "last to leave" even
Expand Down Expand Up @@ -1668,9 +1668,9 @@ public static async Task FullyDestroyPlayerSession(Int64 user_id, UserSession? u
Console.WriteLine("[Source 2] User {0} Leave Any Lobby", user_id);

var lobbyManager = ServiceLocator.Services.GetRequiredService<LobbyManager>();
await lobbyManager.LeaveAnyLobby(user_id);
await lobbyManager.LeaveAllLobbiesAsync(user_id);

await lobbyManager.CleanupUserLobbiesNotStarted(user_id);
await lobbyManager.CleanupUserLobbiesNotStartedAsync(user_id);

// remove from any matchmaking
if (userData != null)
Expand Down
2 changes: 1 addition & 1 deletion GenOnlineService/Controllers/Lobbies/LobbiesController.cs
Original file line number Diff line number Diff line change
Expand Up @@ -329,7 +329,7 @@ public async Task<APIResult> Put()
if (playerSession != null)
{
// cleanup any zombie lobbies
await _lobbyManager.CleanupUserLobbiesNotStarted(user_id);
await _lobbyManager.CleanupUserLobbiesNotStartedAsync(user_id);

await using var db = await _dbFactory.CreateDbContextAsync();
string strDisplayName = await Database.Users.GetDisplayName(db, user_id);
Expand Down
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