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feat(net): MATCH_REQUEST and MATCH_TRANSFER chat packets and the chat server's MatchUpdate
MATCH_TRANSFER is appended after GUILD_DISBAND (71); the chat ids from CREATE_TEAM on are pinned. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -22,6 +22,7 @@
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#include "eGuildCreateResponse.h"
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#include "eGuildInviteResponse.h"
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#include "eGuildRank.h"
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#include "eMatchUpdate.h"
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#include "eUgcResourceType.h"
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#include "MessageType/Client.h"
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#include "MessageType/Game.h"
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@@ -553,6 +554,17 @@ namespace ClientPackets {
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bool Deserialize(RakNet::BitStream& bitStream) override;
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};
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// The activity lobby's MatchUpdate, written by the chat server's matchmaking (docs/Matchmaking.md). Byte for byte
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// GameMessages::MatchUpdate: name-value text (widened to UTF-16), then the eMatchUpdate type.
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struct MatchUpdate : public TeamGameMsg {
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std::string data; // name-value text, one byte per character here
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eMatchUpdate type{};
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MatchUpdate() : TeamGameMsg(MessageType::Game::MATCH_UPDATE) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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};
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/**
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* Guild packets (docs/Guilds.md), written by the chat server and routed through the player's world. The client
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* copies them into packed structs: every string is a fixed-size UTF-16 buffer it reads up to the first NUL, so
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