LobbyProtocol: when is gamehash sent to client?
Posted: 28 May 2015, 00:34
When is the gamehash sent to the client?
according to docs, the gamehash is sent to the server when a client opens a battle:
http://springrts.com/dl/LobbyProtocol/P ... TLE:client
but it is never sent back to the client it seems:
http://springrts.com/dl/LobbyProtocol/P ... NED:server
oO
did i miss something?
in lobbyserver its received and stored (hashcode):
https://github.com/spring/uberserver/bl ... l.py#L1640
but only send on JOINBATTLE?
http://springrts.com/dl/LobbyProtocol/P ... TLE:server
hu?
it seems thats the initial implementation of these command(s):
https://github.com/spring/uberserver/bl ... rotocol.py
why do clients receive map hashes for all open battles but not the game hash?
according to docs, the gamehash is sent to the server when a client opens a battle:
http://springrts.com/dl/LobbyProtocol/P ... TLE:client
but it is never sent back to the client it seems:
http://springrts.com/dl/LobbyProtocol/P ... NED:server
oO
did i miss something?
in lobbyserver its received and stored (hashcode):
https://github.com/spring/uberserver/bl ... l.py#L1640
but only send on JOINBATTLE?
http://springrts.com/dl/LobbyProtocol/P ... TLE:server
hu?
it seems thats the initial implementation of these command(s):
https://github.com/spring/uberserver/bl ... rotocol.py
why do clients receive map hashes for all open battles but not the game hash?