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Reimplement the immediate synchronization hash command - #222
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Krarilotus
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Sep 6, 2026
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The build limitation is resolved: the normal full |
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Reimplements the message that players use to exchange their synchronization hash, lag and match time. Sending reads the local player's values; receiving updates the resolved sender's values so the game's existing synchronization checks can use them.
CommandCheckSyncat SHC0x480B10declares a ten-byte immediate command and uses the fixed parameter buffer. Preserve the native field order (2-byte lag, 4-byte hash, 4-byte match time), actor selection, and the size/timestamp-only behavior during received scheduling or unknown phases. This PR adds one readable C++03 implementation using the existing resolvers.Validation:
This does not implement hash generation, resynchronization, Steam transport or multiplayer replay. The implementation was checked against the existing Ghidra database and original executables while investigating immediate-message capture in the recorder. Based on current upstream main; generated headers and resolver activation flags are unchanged.