lore message resend
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@ -1414,6 +1414,7 @@ Two EXCELLENT rock textures
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Fix rock2 texture
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Fix rock2 texture
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biome floor elements controlling noise generator's voxel selection
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biome floor elements controlling noise generator's voxel selection
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Plains (rock) biome
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Plains (rock) biome
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Lore message resend from client on failure
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@ -29,6 +29,8 @@ import electrosphere.entity.EntityUtils;
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import electrosphere.logger.LoggerInterface;
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import electrosphere.logger.LoggerInterface;
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import electrosphere.net.NetUtils;
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import electrosphere.net.NetUtils;
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import electrosphere.net.client.ClientNetworking;
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import electrosphere.net.client.ClientNetworking;
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import electrosphere.net.parser.net.message.CharacterMessage;
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import electrosphere.net.parser.net.message.LoreMessage;
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import electrosphere.renderer.actor.Actor;
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import electrosphere.renderer.actor.Actor;
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import electrosphere.renderer.actor.ActorTextureMask;
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import electrosphere.renderer.actor.ActorTextureMask;
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@ -46,6 +48,11 @@ public class ClientLoading {
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*/
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*/
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static final int DRAW_CELL_EXPECTED_MINIMUM_FRAMES_TO_INIT = 10;
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static final int DRAW_CELL_EXPECTED_MINIMUM_FRAMES_TO_INIT = 10;
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/**
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* Number of frames to wait before re-sending query for lore
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*/
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static final int LORE_RESEND_FRAMES = 1000;
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/**
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/**
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* Loads the race data from the server
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* Loads the race data from the server
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@ -72,10 +79,18 @@ public class ClientLoading {
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}
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}
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//while we don't know what races are playable, wait
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//while we don't know what races are playable, wait
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WindowUtils.updateLoadingWindow("Waiting on lore");
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WindowUtils.updateLoadingWindow("Waiting on lore");
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int framesWaited = 0;
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while(Globals.gameConfigCurrent.getCreatureTypeLoader().getPlayableRaces().size() == 0){
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while(Globals.gameConfigCurrent.getCreatureTypeLoader().getPlayableRaces().size() == 0){
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if(framesWaited % LORE_RESEND_FRAMES == (LORE_RESEND_FRAMES - 1)){
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//request playable races
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Globals.clientConnection.queueOutgoingMessage(LoreMessage.constructRequestRacesMessage());
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//request characters available to this player
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Globals.clientConnection.queueOutgoingMessage(CharacterMessage.constructRequestCharacterListMessage());
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}
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try {
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try {
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TimeUnit.MILLISECONDS.sleep(5);
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TimeUnit.MILLISECONDS.sleep(5);
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} catch (InterruptedException ex) {}
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} catch (InterruptedException ex) {}
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framesWaited++;
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}
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}
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//once we have them, bring up the character creation interface
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//once we have them, bring up the character creation interface
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//init character creation window
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//init character creation window
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