Join between levels II - #437
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🔵 Needs a closer look
It introduces a low-level instruction-pointer/stack-manipulating injection at fixed addresses that should be validated with in-game multiplayer join/transition testing before approval.
Pull request overview
This PR adjusts multiplayer join/transition behavior to better support clients joining while the server is between levels, using a targeted network code injection and small protocol/annotation cleanups.
Changes:
- Adds a
CodeInjectionpatch innetwork.cppto handle state-info requests for AF 1.4+ clients during between-level transitions by sending state info and explicitly moving the client into limbo/waiting. - Renames the last parameter annotation of
rf::multi_io_send_reliableto better reflect its semantics (require_in_game). - Renames
RF_LeftReasonvalue0x06fromRF_LR_EMPTYtoRF_LR_TIMED_OUT_JOININGfor clearer meaning (wire value unchanged).
File summaries
| File | Description |
|---|---|
| game_patch/rf/multi.h | Clarifies multi_io_send_reliable’s last parameter name to reflect intended semantics. |
| game_patch/multi/network.cpp | Installs a new injection to support join/state handling between levels for AF 1.4+ clients. |
| common/include/common/rfproto.h | Improves protocol enum clarity by renaming left reason 0x06 (no value change). |
Review details
- Files reviewed: 3/3 changed files
- Comments generated: 0
- Review effort level: Lite
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