diff --git a/AUCapture-WPF/MainWindow.xaml.cs b/AUCapture-WPF/MainWindow.xaml.cs index 2016289a..d2bb0f53 100644 --- a/AUCapture-WPF/MainWindow.xaml.cs +++ b/AUCapture-WPF/MainWindow.xaml.cs @@ -677,7 +677,7 @@ private void dispatcherTimer_Tick(object sender, EventArgs e) { private void TestUsers() { context.Connected = true; context.GameState = GameState.TASKS; - var numOfPlayers = 9; + var numOfPlayers = 14; for (uint i = 0; i < numOfPlayers; i++) context.Players.Add(new Player($"{i}Cool4u", (PlayerColor) (i % 12), true, i % 10, i, 0)); RandomizePlayers(); diff --git a/AmongUsCapture/Memory/GameMemReader.cs b/AmongUsCapture/Memory/GameMemReader.cs index 1c60eacf..67578ed2 100644 --- a/AmongUsCapture/Memory/GameMemReader.cs +++ b/AmongUsCapture/Memory/GameMemReader.cs @@ -26,11 +26,11 @@ public class GameMemReader { private LobbyEventArgs latestLobbyEventArgs; - private Dictionary newPlayerInfos = new(10); // container for new player infos. Also has capacity 10 already assigned so no internal resizing of the data structure is needed + private Dictionary newPlayerInfos = new(15); // container for new player infos. Also has capacity 15 already assigned so no internal resizing of the data structure is needed public OffsetManager offMan = new(Settings.PersistentSettings.IndexURL); - private Dictionary oldPlayerInfos = new(10); // Important: this is making the assumption that player names are unique. They are, but for better tracking of players and to eliminate any ambiguity the keys of this probably need to be the players' network IDs instead + private Dictionary oldPlayerInfos = new(15); // Important: this is making the assumption that player names are unique. They are, but for better tracking of players and to eliminate any ambiguity the keys of this probably need to be the players' network IDs instead private GameState oldState = GameState.UNKNOWN; private int prevChatBubsVersion;