keep track of lobby player slots on proxy server
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@@ -131,6 +131,25 @@ void send_quest_menu(std::shared_ptr<Client> c, uint32_t menu_id,
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const std::vector<MenuItem>& items, bool is_download_menu);
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void send_lobby_list(std::shared_ptr<Client> c, std::shared_ptr<ServerState> s);
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struct JoinGameCommand_GC_64 {
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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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} __attribute__((packed));
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void send_join_lobby(std::shared_ptr<Client> c, std::shared_ptr<Lobby> l);
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void send_player_join_notification(std::shared_ptr<Client> c,
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std::shared_ptr<Lobby> l, std::shared_ptr<Client> joining_client);
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