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5 changes: 5 additions & 0 deletions Generals/Code/GameEngine/Include/GameNetwork/NetworkDefs.h
Original file line number Diff line number Diff line change
Expand Up @@ -170,7 +170,12 @@ enum PlayerLeaveCode CPP_11(: Int) {
};

// Magic number for identifying a Generals packet.
#if defined(_MSC_VER) && _MSC_VER < 1300
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&& RETAIL_COMPATIBLE_CRC maybe too?

// Original retail value is used for builds with VC6
static const UnsignedShort GENERALS_MAGIC_NUMBER = 0xF00D;
#else
static const UnsignedShort GENERALS_MAGIC_NUMBER = 0xF00D+1;
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Thinking about this again, this means new clients will not see retail client, right? That means some players cannot see a group of other players, which may or may not be desirable.

Ideally, all clients would be able to see all other client rooms in the lobby, but not be able to join them if incompatible. There are perhaps tricks we can do to prevent retail clients messing with rooms of new clients. Preventing new clients from joining retail client rooms should be possible.

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I think it's fine if players with different versions don't see each other. But if you think otherwise feel free to close this and make another PR.

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From user experience it means 2 players can go into the same network and not see each other, then potentially struggle to find out what the reason for it is. If they would be able to see each other and our client would tell the user that he cannot connect with the other guy because he is using an incompatible client, then this would be a better user experience.

#endif

// The number of fps history entries.
//static const Int NETWORK_FPS_HISTORY_LENGTH = 30;
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5 changes: 5 additions & 0 deletions GeneralsMD/Code/GameEngine/Include/GameNetwork/NetworkDefs.h
Original file line number Diff line number Diff line change
Expand Up @@ -170,7 +170,12 @@ enum PlayerLeaveCode CPP_11(: Int) {
};

// Magic number for identifying a Generals packet.
#if defined(_MSC_VER) && _MSC_VER < 1300
// Original retail value is used for builds with VC6
static const UnsignedShort GENERALS_MAGIC_NUMBER = 0xF00D;
#else
static const UnsignedShort GENERALS_MAGIC_NUMBER = 0xF00D+1;
#endif

// The number of fps history entries.
//static const Int NETWORK_FPS_HISTORY_LENGTH = 30;
Expand Down
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