update notes on loading into games/lobbies
This commit is contained in:
@@ -1265,6 +1265,12 @@ struct C_CharacterData_BB_61_98 {
|
|||||||
// disp or inventory data. The clients in the game are responsible for sending
|
// 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.
|
// 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
|
// Curiously, this command is named RcvStartGame3 internally, while 0E is named
|
||||||
// RcvStartGame. The string RcvStartGame2 appears in the DC versions, but it
|
// RcvStartGame. The string RcvStartGame2 appears in the DC versions, but it
|
||||||
// seems the relevant code was deleted - there are no references to the string.
|
// 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 (described above), and the players already in the game receive a 65
|
||||||
// command containing only the joining player's data.
|
// 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 {
|
struct LobbyFlags_DCNTE {
|
||||||
uint8_t client_id = 0;
|
uint8_t client_id = 0;
|
||||||
uint8_t leader_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
|
// NOT assign it to an available lobby. The client will send an 84 when it's
|
||||||
// ready to join a lobby.
|
// 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
|
// 99 (C->S): Server time accepted
|
||||||
// Internal name: SndPsoDirList
|
// Internal name: SndPsoDirList
|
||||||
// No arguments
|
// No arguments
|
||||||
|
|||||||
Reference in New Issue
Block a user