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