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SC2: client revamp (#967)
SC2 client now relies almost entirely on the map file and server for the locations and just facilitates them, should make it significantly more resilient to objectives being added or removed * SC2: fix client crash on printjson messages with more [ than ] * SC2: move text to queue, that actually clears memory * SC2: Announce which mission is being loaded Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
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@@ -152,8 +152,9 @@ class CommonContext:
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# locations
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locations_checked: typing.Set[int] # local state
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locations_scouted: typing.Set[int]
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missing_locations: typing.Set[int]
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missing_locations: typing.Set[int] # server state
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checked_locations: typing.Set[int] # server state
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server_locations: typing.Set[int] # all locations the server knows of, missing_location | checked_locations
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locations_info: typing.Dict[int, NetworkItem]
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# internals
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@@ -184,8 +185,9 @@ class CommonContext:
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self.locations_checked = set() # local state
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self.locations_scouted = set()
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self.items_received = []
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self.missing_locations = set()
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self.missing_locations = set() # server state
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self.checked_locations = set() # server state
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self.server_locations = set() # all locations the server knows of, missing_location | checked_locations
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self.locations_info = {}
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self.input_queue = asyncio.Queue()
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@@ -634,6 +636,7 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
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# when /missing is used for the client side view of what is missing.
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ctx.missing_locations = set(args["missing_locations"])
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ctx.checked_locations = set(args["checked_locations"])
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ctx.server_locations = ctx.missing_locations | ctx. checked_locations
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elif cmd == 'ReceivedItems':
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start_index = args["index"]
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