Closed Zayelion closed 9 years ago
https://github.com/Fluorohydride/ygopro/blob/master/gframe/duelclient.cpp#L103 This function needs to be recreated for the ai
I dont understand how CTOS_LEAVE_GAME is being used.
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.
CTOS_TIME_CONFIRM used for skipping the time where the opponent is confirming a action (single_duel.cpp)
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.
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]