SalvationDevelopment / YGOSalvation-Server

Server, Launcher, build test, and management system for YGOPro and related technologies.
http://ygosalvation.com
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AI responses #227

Closed Zayelion closed 9 years ago

Zayelion commented 9 years ago

https://github.com/Fluorohydride/ygopro/blob/25bdab4c6d0000f841aee80c11cbf2e95ee54047/gframe/network.h

These network responses need to be recreated in Javascript. The structure is line by line an array of buffere memory appended with the two byte length then 1 byte CTOS command. For example

CTOS_PlayerInfo [len, len, CTOS_PLAYER_INFO, U, S ,E, R, N, A, M, E]

Zayelion commented 9 years ago

https://github.com/Fluorohydride/ygopro/blob/master/gframe/duelclient.cpp#L103 This function needs to be recreated for the ai

Zayelion commented 9 years ago

I dont understand how CTOS_LEAVE_GAME is being used.

adrianojn commented 9 years ago
  1. to spectators leave the game
  2. to players leave the join game window (network.h).
Zayelion commented 9 years ago

And what about CTOS_TIME_COMFIRM? I am going to skip CTOS_CREATE_GAME and CTOS_JOIN_GAME I'm dropping the current replay implementation, and I I'll experiment with CTOS_CREATE_GAME later to see if it replaces the roompass system. Also I can not find CTOS_TIME_COMFIRM but I see it ticking on the server all the time.

adrianojn commented 9 years ago

CTOS_TIME_CONFIRM used for skipping the time where the opponent is confirming a action (single_duel.cpp)

Zayelion commented 9 years ago

So do I just set an interval and send it to the server when the player is idle? Or continuously? ... ... Oh I see, on response request send time or response.