make spectator joining more robust
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+24
-5
@@ -271,18 +271,33 @@ void Server::send_commands_for_joining_spectator(Channel& c, bool is_trial) cons
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}
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if (should_send_state) {
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c.send(0xC9, 0x00, this->prepare_6xB4x07_decks_update());
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c.send(0xC9, 0x00, this->prepare_6xB4x1C_names_update());
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c.send(0xC9, 0x00, this->prepare_6xB4x03());
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for (uint8_t client_id = 0; client_id < 4; client_id++) {
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auto ps = this->player_states[client_id];
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if (ps) {
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c.send(0xC9, 0x00, ps->prepare_6xB4x02());
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c.send(0xC9, 0x00, ps->prepare_6xB4x04());
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}
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}
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{
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G_UpdateMap_GC_Ep3_6xB4x05 cmd_05;
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cmd_05.state = *this->map_and_rules;
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this->send(cmd_05);
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}
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// TODO: Sega does something like this; do we have to do this too?
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// for (uint8_t client_id = 0; client_id < 4; client_id++) {
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// (send 6xB4x4E, 6xB4x4C, 6xB4x4D for each set card)
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// (send 6xB4x4F for client_id)
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// }
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c.send(0xC9, 0x00, this->prepare_6xB4x07_decks_update());
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// TODO: Sega sends 6xB4x05 here again; why? Is that necessary? They also
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// send 6xB4x02 again for each player after that (but not 6xB4x04)
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c.send(0xC9, 0x00, this->prepare_6xB4x1C_names_update());
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c.send(0xC9, 0x00, this->prepare_6xB4x50_trap_tile_locations());
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{
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G_LoadCurrentEnvironment_GC_Ep3_6xB4x05 cmd_3B;
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c.send(0xC9, 0x00, &cmd_3B, sizeof(cmd_3B));
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}
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c.send(0xC9, 0x00, this->prepare_6xB4x50_trap_tile_locations());
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}
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}
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@@ -1503,8 +1518,7 @@ void Server::setup_and_start_battle() {
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this->send_6xB4x46();
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}
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void Server::update_battle_state_flags_and_send_6xB4x03_if_needed(
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bool always_send) {
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G_SetStateFlags_GC_Ep3_6xB4x03 Server::prepare_6xB4x03() const {
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G_SetStateFlags_GC_Ep3_6xB4x03 cmd;
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cmd.state.turn_num = this->round_num;
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cmd.state.battle_phase = this->battle_phase;
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@@ -1527,6 +1541,11 @@ void Server::update_battle_state_flags_and_send_6xB4x03_if_needed(
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cmd.state.client_sc_card_types[z] = ps->get_sc_card_type();
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}
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}
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return cmd;
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}
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void Server::update_battle_state_flags_and_send_6xB4x03_if_needed(bool always_send) {
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G_SetStateFlags_GC_Ep3_6xB4x03 cmd = this->prepare_6xB4x03();
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if (always_send || (*this->state_flags != cmd.state)) {
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*this->state_flags = cmd.state;
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this->send(cmd);
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