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CSM fixes: load mods after flavours & add flavour to block mod loading (#6738)
* CSM fixes: load mods after flavours & add flavour to block mod loading * Don't permit to load mods twice * Prepare builtin integrity global algorithm * Add missing doc & use a nicer byteflag for LOAD_CLIENT_MODS flavour * flag typo fix * Invert CSM_FL_LOOKUP_NODES & CSM_FL_LOAD_CLIENT_MODS ids
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8 changed files with 55 additions and 32 deletions
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@ -1326,6 +1326,10 @@ void Client::handleCommand_SrpBytesSandB(NetworkPacket* pkt)
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void Client::handleCommand_CSMFlavourLimits(NetworkPacket *pkt)
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{
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*pkt >> m_csm_flavour_limits >> m_csm_noderange_limit;
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// Now we have flavours, load mods if it's enabled
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// Note: this should be moved after mods receptions from server instead
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loadMods();
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}
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/*
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@ -921,10 +921,11 @@ enum PlayerListModifer: u8
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enum CSMFlavourLimit : u64 {
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CSM_FL_NONE = 0x00000000,
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CSM_FL_LOOKUP_NODES = 0x00000001, // Limit node lookups
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CSM_FL_LOAD_CLIENT_MODS = 0x00000001, // Disable mods provided by clients
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CSM_FL_CHAT_MESSAGES = 0x00000002, // Disable chat message sending from CSM
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CSM_FL_READ_ITEMDEFS = 0x00000004, // Disable itemdef lookups
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CSM_FL_READ_NODEDEFS = 0x00000008, // Disable nodedef lookups
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CSM_FL_LOOKUP_NODES = 0x00000010, // Limit node lookups
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CSM_FL_ALL = 0xFFFFFFFF,
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};
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