Client info is actually used to display join msgs
Looked at the c++ client code and it actually does that. The entergame message is only used in demos. Yeet on those.
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@ -38,11 +38,6 @@ class GameClient
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@players = {}
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end
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def on_client_enter(chunk)
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puts "ON CLIENT ENTER"
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puts chunk
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end
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def on_client_info(chunk)
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# puts "Got playerinfo flags: #{chunk.flags}"
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u = Unpacker.new(chunk.data[1..])
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@ -86,6 +81,9 @@ class GameClient
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@client.send_msg_startinfo
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end
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def on_emoticon(chunk)
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end
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def on_map_change(chunk)
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context = Context.new(@client, chunk: chunk)
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if @client.hooks[:map_change]
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@ -99,14 +97,6 @@ class GameClient
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end
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def on_chat(chunk)
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# 06 01 00 40 41 00
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# msg mode cl_id trgt A nullbyte?
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# all -1
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# mode = chunk.data[1]
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# client_id = chunk.data[2]
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# target = chunk.data[3]
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# msg = chunk.data[4..]
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u = Unpacker.new(chunk.data[1..])
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data = {
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mode: u.get_int(),
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@ -265,7 +265,6 @@ class TeeworldsClient
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case chunk.msg
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when NETMSGTYPE_SV_READYTOENTER then @game_client.on_ready_to_enter(chunk)
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when NETMSGTYPE_SV_CLIENTINFO then @game_client.on_client_info(chunk)
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when NETMSGTYPE_DE_CLIENTENTER then @game_client.on_client_enter(chunk)
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when NETMSGTYPE_SV_EMOTICON then @game_client.on_emoticon(chunk)
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when NETMSGTYPE_SV_CHAT then @game_client.on_chat(chunk)
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else
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@ -27,9 +27,6 @@ args[:port] = args[:port] || 8303
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client = TeeworldsClient.new(verbose: args[:verbose])
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client.set_startinfo(
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name: "ruby gamer")
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client.on_chat do |msg|
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puts "[chat] #{msg}"
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end
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@ -39,10 +36,4 @@ Signal.trap('INT') do
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end
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# connect and detach thread
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client.connect(args[:ip], args[:port], detach: true)
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# after 2 seconds reconnect
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# and block the main thread
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sleep 2
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client.connect(args[:ip], args[:port], detach: false)
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