Compare commits

..

No commits in common. "225515ec216ee1cbc3e863fed9a2c6ba5a6ed8e4" and "1781ac6b03eae6673dcefee6f6547e2ad8270ae8" have entirely different histories.

View File

@ -155,7 +155,7 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
* Nanos the player hasn't unlocked will (and should) be greyed out. Thus, all nanos should be accounted * Nanos the player hasn't unlocked will (and should) be greyed out. Thus, all nanos should be accounted
* for in these packets, even if the player hasn't unlocked them. * for in these packets, even if the player hasn't unlocked them.
*/ */
static void sendNanoBook(CNSocket *sock, Player *plr, bool resizeOnly) { static void sendNanoBookSubset(CNSocket *sock, Player *plr) {
#ifdef ACADEMY #ifdef ACADEMY
int16_t id = 0; int16_t id = 0;
INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt); INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt);
@ -163,13 +163,6 @@ static void sendNanoBook(CNSocket *sock, Player *plr, bool resizeOnly) {
pkt.PCUID = plr->iID; pkt.PCUID = plr->iID;
pkt.bookSize = NANO_COUNT; pkt.bookSize = NANO_COUNT;
if (resizeOnly) {
// triggers nano array resizing without
// actually sending nanos
sock->sendPacket(pkt, P_FE2CL_REP_NANO_BOOK_SUBSET);
return;
}
while (id < NANO_COUNT) { while (id < NANO_COUNT) {
pkt.elementOffset = id; pkt.elementOffset = id;
@ -299,14 +292,14 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
sock->setFEKey(lm->FEKey); sock->setFEKey(lm->FEKey);
sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
// Academy builds receive nanos in a separate packet. An initial one with the size of the // Academy builds receive nanos in a separate packet. These need to be sent
// nano book needs to be sent before PC_ENTER_SUCC so the client can resize its nano arrays, // before P_FE2CL_REP_PC_ENTER_SUCC as well as after
// and then proper packets with the nanos included must be sent after, while the game is loading. // due to a race condition in the client :(
sendNanoBook(sock, plr, true); sendNanoBookSubset(sock, plr);
sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC); sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC);
sendNanoBook(sock, plr, false); sendNanoBookSubset(sock, plr);
// transfer ownership of Player object into the shard (still valid in this function though) // transfer ownership of Player object into the shard (still valid in this function though)
addPlayer(sock, plr); addPlayer(sock, plr);