clear ep3 server state on 6F

This commit is contained in:
Martin Michelsen
2024-02-10 09:37:47 -08:00
parent c3d56f630e
commit c79e5017ad
2 changed files with 23 additions and 17 deletions
+6 -7
View File
@@ -2743,13 +2743,12 @@ struct C_VerifyLicense_BB_DB {
pstring<TextEncoding::ASCII, 0x30> game_tag; // "psopc2"
} __packed__;
// DC: Player menu state (Episode 3)
// No arguments. It seems the client expects the server to respond with another
// DC command, the contents and flag of which are ignored entirely - all it does
// is set a global flag on the client. This could be the mechanism for waiting
// until all players are at the counter, like how AC (quest barrier) works. I
// haven't spent any time investigating what this actually does; newserv just
// immediately responds to any DC from an Episode 3 client.
// DC: Set battle in progress flag (Episode 3)
// No arguments except header.flag when sent by the client. When header.flag is
// 1, the game should be locked - no players should be allowed to join. In this
// case, the client waits for the server to respond with another DC command
// before proceeding with battle setup. When header.flag is 0, the game should
// be unlocked, and the client does not wait for a response from the server.
// DC: Guild card data (BB)