update notes on loading into games/lobbies

This commit is contained in:
Martin Michelsen
2025-11-12 21:29:30 -08:00
parent 5725af0f6b
commit 00ddff7e46
+13
View File
@@ -1265,6 +1265,12 @@ struct C_CharacterData_BB_61_98 {
// disp or inventory data. The clients in the game are responsible for sending
// that data to each other during the join process with 60/62/6C/6D commands.
// After receiving a 64 command, the client starts the game loading procedure,
// during which it will completely ignore other 64 or 65 commands, and will
// delay processing of all other commands except 1D until the loading procedure
// is done. If more than 0x10000 bytes of commands are sent during loading, any
// commands that don't fit in the buffer are lost.
// Curiously, this command is named RcvStartGame3 internally, while 0E is named
// RcvStartGame. The string RcvStartGame2 appears in the DC versions, but it
// seems the relevant code was deleted - there are no references to the string.
@@ -1357,6 +1363,9 @@ struct S_JoinGame_BB_64 : S_JoinGameT_DC_PC<PlayerLobbyDataBB> {
// command (described above), and the players already in the game receive a 65
// command containing only the joining player's data.
// Similarly to 64, the client will ignore 64 and 65 commands while loading,
// and will buffer all other commands except 1D until loading is done.
struct LobbyFlags_DCNTE {
uint8_t client_id = 0;
uint8_t leader_id = 0;
@@ -1882,6 +1891,10 @@ struct C_CharSaveInfo_DCv2_PC_V3_BB_96 {
// NOT assign it to an available lobby. The client will send an 84 when it's
// ready to join a lobby.
// Similarly to 64 and 65, the client will ignore 64 and 65 commands while
// loading the lobby after sending 98, and will buffer all other commands
// except 1D until loading is done.
// 99 (C->S): Server time accepted
// Internal name: SndPsoDirList
// No arguments