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Fix delayed loading of nano skill icons
We actually don't need to wait for post-load to do the second nano book send. That adds unnecessary delay. Moving it to right after `P_FE2CL_REP_PC_ENTER_SUCC` does the trick and gives the client plenty of time to fetch the icons before loading in-game.
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@ -293,12 +293,14 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
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sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
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// Academy builds receive nanos in a separate packet. These need to be sent
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// Academy builds receive nanos in a separate packet. These need to be sent
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// before P_FE2CL_REP_PC_ENTER_SUCC as well as after initial load
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// before P_FE2CL_REP_PC_ENTER_SUCC as well as after
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// due to a race condition in the client :(
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// due to a race condition in the client :(
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sendNanoBookSubset(sock, plr);
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sendNanoBookSubset(sock, plr);
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sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC);
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sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC);
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sendNanoBookSubset(sock, plr);
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// transfer ownership of Player object into the shard (still valid in this function though)
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// transfer ownership of Player object into the shard (still valid in this function though)
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addPlayer(sock, plr);
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addPlayer(sock, plr);
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@ -375,7 +377,6 @@ static void loadPlayer(CNSocket* sock, CNPacketData* data) {
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Missions::failInstancedMissions(sock); // auto-fail missions
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Missions::failInstancedMissions(sock); // auto-fail missions
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Buddies::sendBuddyList(sock); // buddy list
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Buddies::sendBuddyList(sock); // buddy list
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Items::checkItemExpire(sock, plr); // vehicle expiration
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Items::checkItemExpire(sock, plr); // vehicle expiration
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sendNanoBookSubset(sock, plr); // nanos (post-load)
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plr->initialLoadDone = true;
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plr->initialLoadDone = true;
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}
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}
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