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fix(network): correctly map PlayerIndex to SlotIndex in CRC validation #2857
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@@ -113,6 +113,10 @@ class PlayerList : public SubsystemInterface, | |||||||
| */ | ||||||||
| Player *findPlayerWithNameKey(NameKeyType key); | ||||||||
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| void setSlotIndex(Int playerIndex, Byte slotIndex); | ||||||||
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| Byte getSlotIndex(Int playerIndex) const; | ||||||||
| void resolveSlotIndices(); | ||||||||
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| /** | ||||||||
| Return the "local" player (ie, the human playing the game). | ||||||||
| This will never return null. | ||||||||
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@@ -162,6 +166,7 @@ class PlayerList : public SubsystemInterface, | |||||||
| Player *m_local; | ||||||||
| Int m_playerCount; | ||||||||
| Player *m_players[MAX_PLAYER_COUNT]; | ||||||||
| Byte m_slotIndices[MAX_PLAYER_COUNT]; | ||||||||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Any reason why the I am not sure right now which one is better, but my first instinct would have been to tie it to There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think You can search the code base for GeneralsGameCode/Core/GameEngine/Source/GameNetwork/NetCommandMsg.cpp Lines 156 to 158 in 480a9a7
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| }; | ||||||||
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