I'm working on a super simple nodejs econ lib that just parses and emits events. I'll then build a game state manager on top of that (keeping track of deaths, killstreaks, etc).
named groups is really helpful to have with regex. I can do stuff like this and get the matched groups directly as an object with named properties /pickup player='(?<client_id>\d{1,2}):(?<player_name>.*)' item=(?<item_id>\d+)/
CServer::RegisterCommands sets m_pConsole, m_pGameServer, m_pMap, m_pStorage, which it shouldn't do, it looks like a dirty fix someone did to make it work, whatever it was. network_server.c...
Yeah, NETCTRL_MSG_ACCEPT, I couldn't figure out what that one meant, couldn't figure out the extra projectile thing either. m_Hooktick neets a NETVERSION bump, OnDirectInput I think is fine as is, CDataFile I couldn't understand, also didn't know how to fix the code not sending all non-acked
In regard to the whisper messages. If someone has turned off receiving those on the client side and someone else tries to send that person a message, is there some response from the server that that person turned off their whispering?
15:38
like: Could not deliver message, player has turned off whispering.
when tuning is not default, the reckoning core differs from the real core, so the server does not use dead reckoning at all -> the client does not use evolve
16:05
if you use the real tunings for the reckoning world, the clients will call the evolve code, but old clients will still use default tunings and get a wrong result
the intention of turning off whispers seems to clearly differ from muting someone. mute: I don't want to read your messages, turn off whispering: I don't want to read anyone's messages via whisper, cuz of privacy.
18:50
the other party does not know about the whispering being turned off and still tries to send messages instead of trying it via global chat. and try to negotiate a different way of communication
I'll leave this question here, if any of you have a decent answer for this pls lmk
20:01
I need to know if there are any text inputs on the screen before we render them, which seems paradoxical as there is no way to know there is anything on the screen before we render things