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Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties Saved skaters (Extension/Customization, Extension/Skater) - The selected slot, and slots before it, came up as the standard skater after a start or map change. The game asks for a slot's saved outfit once per level, and that happened before the cosmetics catalog could be read. The first selection now waits for the catalog (60 s at most), and later map changes check against the catalog already read. - The retry fromabdda77is removed: the record it wrote to is a temporary on the game's stack, so it could never work. Pause menu (Extension/UI/NativeMenu) - ReSkate's entries stopped working after enough map changes: each level change took new slots in a fixed table of 1024 for the same buttons. A button now keeps its slot, and a full table hands out the slot that has gone longest unused. Throwdowns (Extension/Throwdowns, Runtime/runtime_init.cpp) - Multiplayer crashed when someone placed a throwdown after a map change. The event types are freed with the level but were cached for the process. They are now cleared when a level is left, checked before use, and looked for again in each level. MY MODS (Launcher/gui_mods.cpp, gui.cpp) - Search, a filter and an order; a switch per mod; a menu per row. - Multi-select with tick boxes, Shift-click and Ctrl+A, and a bar to enable, disable, move, update or uninstall everything ticked. Lobby parties (Extension/Multiplayer/Session) - A lobby is no longer one party. Its host keeps parties the way a dedicated server does: invite, accept, join, leave, kick, promote, open and close, with "/p" party chat. The "Lobby party" switch is gone. Protocol version unchanged (38). Mod merge (Engine/Vfs), follow-ups toe715b9b- Files rewritten into the merged patch are tracked by position, so another mod's added assets no longer shift the lookup. - Two mods adding different assets under one name is now noted, with whose copy the maps get. - mod_merge_unshift_tests compiles with the launcher tests on.
9 lines
382 B
C++
9 lines
382 B
C++
#pragma once
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namespace dingosdk {
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// Everyone a session can hold: the wire protocol's limit, reached by dedicated servers.
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inline constexpr int multiplayer_player_limit = 250;
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// Players in a lobby a player hosts (their own game relays everyone).
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inline constexpr int multiplayer_lobby_player_limit = 32;
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static_assert(multiplayer_lobby_player_limit <= multiplayer_player_limit);
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}
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