don't recreate random state for sequential ep3 battles

This commit is contained in:
Martin Michelsen
2023-06-10 09:53:54 -07:00
parent ee837712aa
commit 0386d14638
9 changed files with 30 additions and 35 deletions
+3 -3
View File
@@ -58,7 +58,7 @@ public:
ServerBase(
std::shared_ptr<Lobby> lobby,
std::shared_ptr<const DataIndex> data_index,
uint32_t random_seed,
std::shared_ptr<PSOLFGEncryption> random_crypt,
std::shared_ptr<const DataIndex::MapEntry> map_if_tournament);
void init();
void reset();
@@ -75,7 +75,7 @@ public:
std::weak_ptr<Lobby> lobby;
std::shared_ptr<const DataIndex> data_index;
PrefixedLogger log;
uint32_t random_seed;
std::shared_ptr<PSOLFGEncryption> random_crypt;
bool is_tournament;
std::shared_ptr<const DataIndex::MapEntry> last_chosen_map;
@@ -258,7 +258,7 @@ public:
uint32_t num_pending_attacks;
parray<uint8_t, 4> client_done_enqueuing_attacks;
parray<uint8_t, 4> player_ready_to_end_phase;
std::shared_ptr<PSOV2Encryption> random_crypt;
std::shared_ptr<PSOLFGEncryption> random_crypt;
uint32_t unknown_a10;
uint32_t overall_time_expired;
// Note: In the original implementation, this is a uint32_t and is measured in