Began transition to enum'd commands like chris suggested.
This commit is contained in:
@@ -127,7 +127,7 @@ void NetworkSyncManager::PostStartUp(const CString& ServerIP)
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m_packet.ClearPacket();
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m_packet.Write1(2); //Hello Packet
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m_packet.Write1( NSCHello ); //Hello Packet
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m_packet.Write1(NETPROTOCOLVERSION);
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@@ -161,7 +161,7 @@ void NetworkSyncManager::PostStartUp(const CString& ServerIP)
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m_packet.ClearPacket();
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if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
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dontExit=false; // Also allow exit if there is a problem on the socket
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if (m_packet.Read1() == (128+2))
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if (m_packet.Read1() == (NSServerOffset + NSCHello))
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dontExit=false;
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//Only allow passing on handshake.
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//Otherwise scoreboard updates and such will confuse us.
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@@ -250,7 +250,7 @@ bool NetworkSyncManager::Listen(unsigned short port)
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void NetworkSyncManager::ReportNSSOnOff(int i)
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{
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m_packet.ClearPacket();
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m_packet.Write1( 10 );
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m_packet.Write1( NSCSMS );
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m_packet.Write1( (uint8_t) i );
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NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position);
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}
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@@ -267,7 +267,7 @@ void NetworkSyncManager::ReportScore(int playerID, int step, int score, int comb
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m_packet.ClearPacket();
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m_packet.Write1(5);
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m_packet.Write1( NSCGSU );
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uint8_t ctr = (uint8_t) (playerID * 16 + step - 1);
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m_packet.Write1(ctr);
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@@ -314,7 +314,7 @@ void NetworkSyncManager::ReportSongOver()
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m_packet.ClearPacket();
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m_packet.Write1(4);
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m_packet.Write1( NSCGON );
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NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
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return;
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@@ -325,7 +325,7 @@ void NetworkSyncManager::ReportStyle()
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if (!useSMserver)
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return;
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m_packet.ClearPacket();
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m_packet.Write1(6);
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m_packet.Write1( NSCSU );
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m_packet.Write1( (int8_t) GAMESTATE->GetNumPlayersEnabled() );
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FOREACH_EnabledPlayer( pn )
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@@ -349,7 +349,7 @@ void NetworkSyncManager::StartRequest(short position)
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m_packet.ClearPacket();
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m_packet.Write1( 3 );
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m_packet.Write1( NSCGSR );
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unsigned char ctr=0;
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@@ -454,7 +454,7 @@ void NetworkSyncManager::StartRequest(short position)
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dontExit=false; // Also allow exit if there is a problem on the socket
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// Only do if we are not the server, otherwise the sync
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// gets hosed up due to non blocking mode.
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if (m_packet.Read1() == (128+3))
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if (m_packet.Read1() == (NSServerOffset + NSCGSR))
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dontExit=false;
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//Only allow passing on Start request.
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//Otherwise scoreboard updates and such will confuse us.
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@@ -512,26 +512,26 @@ void NetworkSyncManager::ProcessInput()
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{
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int command = m_packet.Read1();
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//Check to make sure command is valid from server
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if (command<128)
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if (command < NSServerOffset)
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{
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LOG->Trace("CMD (below 128) Invalid> %d",command);
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break;
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}
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command+=-128;
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command = command - NSServerOffset;
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switch (command)
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{
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case 0: //Ping packet responce
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case NSCPing: //Ping packet responce
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m_packet.ClearPacket();
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m_packet.Write1(0);
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m_packet.Write1( NSCPingR );
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NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
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break;
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case 1: //These are in responce to when/if we send packet 0's
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case 2: //This is already taken care of by the blocking code earlier on
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case 3: //This is taken care of by the blocking start code
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case NSCPingR: //These are in responce to when/if we send packet 0's
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case NSCHello: //This is already taken care of by the blocking code earlier on
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case NSCGSR: //This is taken care of by the blocking start code
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break;
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case 4:
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case NSCGON:
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{
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int PlayersInPack = m_packet.Read1();
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for (int i=0; i<PlayersInPack; ++i)
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@@ -550,7 +550,7 @@ void NetworkSyncManager::ProcessInput()
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SCREENMAN->SendMessageToTopScreen( SM_GotEval );
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}
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break;
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case 5: //Scoreboard Update
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case NSCGSU: //Scoreboard Update
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{ //Ease scope
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int ColumnNumber=m_packet.Read1();
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int NumberPlayers=m_packet.Read1();
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@@ -558,17 +558,17 @@ void NetworkSyncManager::ProcessInput()
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int i;
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switch (ColumnNumber)
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{
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case 0:
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case NSSB_NAMES:
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ColumnData = "Names\n";
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for (i=0; i<NumberPlayers; ++i)
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ColumnData += m_PlayerNames[m_packet.Read1()] + "\n";
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break;
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case 1:
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case NSSB_COMBO:
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ColumnData = "Combo\n";
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for (i=0; i<NumberPlayers; ++i)
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ColumnData += ssprintf("%d\n",m_packet.Read2());
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break;
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case 2:
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case NSSB_GRADE:
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ColumnData = "Grade\n";
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for (i=0;i<NumberPlayers;i++)
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switch (m_packet.Read1())
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@@ -596,13 +596,13 @@ void NetworkSyncManager::ProcessInput()
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m_scoreboardchange[ColumnNumber]=true;
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}
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break;
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case 6: //System message from server
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case NSCSU: //System message from server
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{
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CString SysMSG = m_packet.ReadNT();
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SCREENMAN->SystemMessage( SysMSG );
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}
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break;
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case 7: //Chat message from server
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case NSCCM: //Chat message from server
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{
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m_sChatText += m_packet.ReadNT() + " \n ";
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//10000 chars backlog should be more than enough
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@@ -610,7 +610,7 @@ void NetworkSyncManager::ProcessInput()
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SCREENMAN->SendMessageToTopScreen( SM_AddToChat );
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}
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break;
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case 8: //Select Song/Play song
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case NSCRSG: //Select Song/Play song
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{
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m_iSelectMode = m_packet.Read1();
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m_sMainTitle = m_packet.ReadNT();
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@@ -619,7 +619,7 @@ void NetworkSyncManager::ProcessInput()
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SCREENMAN->SendMessageToTopScreen( SM_ChangeSong );
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}
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break;
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case 9:
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case NSCUUL:
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{
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/*int ServerMaxPlayers=*/m_packet.Read1();
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int PlayersInThisPacket=m_packet.Read1();
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@@ -639,7 +639,7 @@ void NetworkSyncManager::ProcessInput()
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}
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}
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break;
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case 10:
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case NSCSMS:
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{
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CString StyleName, GameName;
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GameName = m_packet.ReadNT();
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@@ -667,7 +667,7 @@ bool NetworkSyncManager::ChangedScoreboard(int Column)
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void NetworkSyncManager::SendChat(const CString& message)
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{
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m_packet.ClearPacket();
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m_packet.Write1( 7 );
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m_packet.Write1( NSCCM );
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m_packet.WriteNT( message );
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NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
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}
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@@ -675,7 +675,7 @@ void NetworkSyncManager::SendChat(const CString& message)
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void NetworkSyncManager::ReportPlayerOptions()
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{
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m_packet.ClearPacket();
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m_packet.Write1( 11 );
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m_packet.Write1( NSCUPOpts );
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FOREACH_PlayerNumber (pn)
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m_packet.WriteNT( GAMESTATE->m_PlayerOptions[pn].GetString() );
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NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
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@@ -684,7 +684,7 @@ void NetworkSyncManager::ReportPlayerOptions()
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void NetworkSyncManager::SelectUserSong()
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{
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m_packet.ClearPacket();
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m_packet.Write1( 8 );
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m_packet.Write1( NSCRSG );
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m_packet.Write1( (uint8_t) m_iSelectMode );
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m_packet.WriteNT( m_sMainTitle );
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m_packet.WriteNT( m_sArtist );
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