fix: improve null safety in ReadySystem, MatchManager, and MatchUtility#135
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fix: improve null safety in ReadySystem, MatchManager, and MatchUtility#135
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- ReadySystem.SendReadyMessage: use TryGetValue instead of direct dictionary access to prevent KeyNotFoundException on reconnect - MatchManager.GetCurrentMap: capture _matchData in local variable before lambda to prevent race condition if field becomes null - MatchUtility.GetPlayerLineupTag: use string.IsNullOrEmpty() instead of manual null/empty check Closes 5stackgg/5stack-panel#399
lukepolo
reviewed
Mar 31, 2026
| bool isReady = _readyPlayers[player.UserId.Value]; | ||
| if (!_readyPlayers.TryGetValue(player.UserId.Value, out bool isReady)) | ||
| { | ||
| return; |
Per review: if player isn't in the dictionary, TryGetValue defaults isReady to false, so they'll see the "not ready" message.
Contributor
Author
|
Good call — now if the player isn't in the dictionary, |
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Summary
TryGetValueinstead of direct dictionary indexer to preventKeyNotFoundExceptionwhen a player reconnects and isn't yet in_readyPlayers_matchDatain a local variable before passing to lambda, preventing a race condition if the field becomes null between the null check and lambda executiontag == null || tag == ""with idiomaticstring.IsNullOrEmpty(tag)Test plan
Closes 5stackgg/5stack-panel#399