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Mitigate #59 with validation warning and reduce motion packets
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@@ -1068,8 +1068,9 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
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log::error!("Failed to serialize motion data from user {}: {}", user_id, e);
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} else {
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let data = bytes::Bytes::copy_from_slice(ser.as_slice());
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for conn in self.users.read().await.values() {
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if conn.user.user_id() == user_id { continue; } // fun fact: the game hard crashes if you omit this
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for (player_id, conn) in self.users.read().await.iter() {
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if *player_id == motion.player_id || conn.aliases.contains(player_id) || conn.aliases.contains(&motion.player_id) { continue; } // don't re-send to client AIs
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// fun fact: the game sometimes hard crashes if you send its own motion data back to it
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crate::events::log_lnl_send_failure(conn.connection.sender.send_data(crate::handler::EventData {
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message_ty: crate::data::MessageType::RobotMotion,
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variant: 0,
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