[PR] Make CPU init robust to bad stage skins #110
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This resyncs the RNG seed prior to initializing the players (after the stage has been initialized). There is a CPU logic counter that gets initialized via an RNG call around
800a123c
. If that counter gets initialized differently on two clients, Nana's logic will periodically differ for the duration of the game, potentially causing desyncs.I don't really love this code as it creates a decent amount of coupling between playback and online. If say for example the RNG seed location is moved to a different offset in the playback buffer, any replay that still has the old dynamic code will no longer fetch the correct seed and would desync if resync was off.