keep track of lobby player slots on proxy server
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+1
-18
@@ -1399,24 +1399,7 @@ static void send_join_game_pc(shared_ptr<Client> c, shared_ptr<Lobby> l) {
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}
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static void send_join_game_gc(shared_ptr<Client> c, shared_ptr<Lobby> l) {
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struct {
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uint32_t variations[0x20];
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PlayerLobbyDataGC lobby_data[4];
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uint8_t client_id;
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uint8_t leader_id;
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uint8_t disable_udp; // guess; putting 0 here causes no movement messages to be sent
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uint8_t difficulty;
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uint8_t battle_mode;
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uint8_t event;
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uint8_t section_id;
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uint8_t challenge_mode;
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uint32_t rare_seed;
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uint32_t episode; // for PSOPC, this must be 0x00000100
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struct {
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PlayerInventory inventory;
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PlayerDispDataPCGC disp;
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} player[4]; // only used on ep3
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} cmd;
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JoinGameCommand_GC_64 cmd;
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size_t player_count = 0;
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memcpy(cmd.variations, l->variations, sizeof(cmd.variations));
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