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fix(server): include playerId in InitGamePayload initialization
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@@ -62,7 +62,7 @@ namespace UNO::SERVER {
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{
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{
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serverGameState_.init();
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serverGameState_.init();
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for (size_t i = 0; i < playerCount; i++) {
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for (size_t i = 0; i < playerCount; i++) {
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NETWORK::InitGamePayload payload = {serverGameState_.getDiscardPile(), serverGameState_.getPlayers()[i].getCards(), 0};
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NETWORK::InitGamePayload payload = {i, serverGameState_.getDiscardPile(), serverGameState_.getPlayers()[i].getCards(), 0};
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this->networkServer_.send(
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this->networkServer_.send(
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gameIdToNetworkId.at(i),
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gameIdToNetworkId.at(i),
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NETWORK::MessageSerializer::serialize({NETWORK::MessageStatus::OK, NETWORK::MessagePayloadType::INIT_GAME, payload}));
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NETWORK::MessageSerializer::serialize({NETWORK::MessageStatus::OK, NETWORK::MessagePayloadType::INIT_GAME, payload}));
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