fix(server): include playerId in InitGamePayload initialization

This commit is contained in:
Kieran Kihn
2025-12-04 16:39:24 +08:00
parent 731ed5a890
commit b22f88aa60

View File

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