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fix(sessionmanager/rdr3): respond to game's TransitionToSession message
This fixes the game bailing with BAIL_ERROR_SESSION_ERROR shortly after initializing (due to this message timing out).
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@ -180,3 +180,13 @@ message TransitionReady_PlayerQueue_Parameters {
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MpSessionRequestIdDto requestId = 5;
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MpSessionIdDto transferId = 6;
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};
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message TransitionToSession_Parameters {
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MpTransitionIdDto id = 1;
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float x = 2;
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float y = 3;
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};
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message TransitionToSessionResult {
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uint32 code = 1;
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};
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@ -32,6 +32,8 @@ protobuf.load(GetResourcePath(GetCurrentResourceName()) + "/rline.proto", functi
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const QueueForSessionResult = root.lookupType("rline.QueueForSessionResult");
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const QueueEntered_Parameters = root.lookupType("rline.QueueEntered_Parameters");
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const TransitionReady_PlayerQueue_Parameters = root.lookupType("rline.TransitionReady_PlayerQueue_Parameters");
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const TransitionToSession_Parameters = root.lookupType("rline.TransitionToSession_Parameters");
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const TransitionToSessionResult = root.lookupType("rline.TransitionToSessionResult");
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const scmds_Parameters = root.lookupType("rline.scmds_Parameters");
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function toArrayBuffer(buf) {
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@ -173,6 +175,14 @@ protobuf.load(GetResourcePath(GetCurrentResourceName()) + "/rline.proto", functi
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return {};
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},
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async TransitionToSession(source, data) {
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const req = TransitionToSession_Parameters.decode(data);
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return makeResponse(TransitionToSessionResult, {
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code: 1 // in this message, 1 is success
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});
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},
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async QueueForSession_Seamless(source, data) {
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const req = QueueForSession_Seamless_Parameters.decode(data);
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