Currently this supports vanilla RR netgames... in theory. This should actually be stress-tested to make sure I'm not releasing a desync machine onto the master server
Netgames need tested #17
One potential issue that could arise is the usage of the archipelago.pk3 auto loaded file. This is currently in mainfiles so netgames should label it as don't send, but I haven't confirmed if this has any negative consequences
If this does present issues that aren't able to be turned into exceptions, then we could start loading files directly from disk instead of into the lump system to avoid it as a problem entirely
Did some netgame testing with a vanilla build and the AP build:
https://github.com/user-attachments/assets/ea9bffeb-226d-4493-9ea1-bea328856112
With the AP build hosting and Vanilla connecting, Vanilla starts off as their chosen character on their screen, but on any input, gets changed to Eggrobo by a resync.
[画像:Image]
The AP player gets the message WARNING: PLAYER 1 (playername) skin 4 not found, and always sees the Vanilla player as Eggrobo.
[画像:Image]
Eggrobo isn't in the starting roster for the AP seed, if that matters.
I did another test with a Vanilla host and AP client, and nothing seemed to go wrong there.
(all of this was done with advertise off, and i didn't join any public servers)
Very interesting that it works one way, but not the other. I don't have any immediate suspect in mind, I'll have to investigate further
fwiw I do think Vanilla to AP is the case I care the least about, but I don't want to disable it completely if it's possible. But if it ends up being too complicated I'll probably just make sure AP servers can only be joined by other AP players
About to go to work but I think I realized the issue. Vanilla clients are not going to send the base 9 in the availabilities buffer, so they're not considered unlocked.
I think I'll just hack in the last bit of the availabilities buffer as a "did we come from an AP client", so that if that is set we can use the current logic, otherwise assume unlocked
No due date set.
No dependencies set.
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?