do something for E2 commands so clients don't get stuck
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+17
-1
@@ -548,6 +548,22 @@ void process_ep3_server_data_request(shared_ptr<ServerState> s, shared_ptr<Clien
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}
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}
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}
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}
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void process_ep3_tournament_control(shared_ptr<ServerState>, shared_ptr<Client> c,
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uint16_t, uint32_t, uint16_t, const void*) { // E2
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// The client will get stuck here unless we send something. An 01 (lobby
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// message box) seems to get them unstuck.
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send_lobby_message_box(c, u"$C6Tournaments are\nnot supported.");
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// In case we ever implement this (doubtful), the flag values are:
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// 00 - list tournaments
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// 01 - check tournament entry status
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// 02 - cancel tournament entry
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// 03 - create tournament spectator team (presumably get battle list, like get team list)
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// 04 - join tournament spectator team (presumably also get battle list)
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// menu commands
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// menu commands
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@@ -2088,7 +2104,7 @@ static process_command_t gc_handlers[0x100] = {
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process_ep3_menu_challenge, nullptr, nullptr, nullptr,
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process_ep3_menu_challenge, nullptr, nullptr, nullptr,
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// E0
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// E0
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nullptr, nullptr, nullptr, nullptr,
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nullptr, nullptr, process_ep3_tournament_control, nullptr,
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process_ignored_command, nullptr, nullptr, nullptr,
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process_ignored_command, nullptr, nullptr, nullptr,
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nullptr, nullptr, nullptr, nullptr,
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nullptr, nullptr, nullptr, nullptr,
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process_create_game_dc_gc, nullptr, nullptr, nullptr,
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process_create_game_dc_gc, nullptr, nullptr, nullptr,
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