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So offline mode runs a server-client process in a local PC environment to communicate internally. This approach has a disadvantage that internal communication is sometimes blocked by mistaking it as unacceptable communication during the vaccine program's own update process.
However, since it is a communication between multiple processes executed on one local PC, it is not connected to a real external network. This happened because we couldn't develop online and offline separately due to our poor development capabilities.
We apologize for giving you anxiety due to this structure.
We'll do our best to give you more information you want.
Thank you!
Nah, I figured it was a "server" side-process, what I don't get though is why it constantly uses different ports. A bit more annoying to set up on my end (don't like white-listing wildcards), but no biggie. I wonder if it's because the game doesn't "unregister" open ports on closing, and the next iteration of it that's launched doesn't want to use ports that, as far as Windows is concerned, are being used by something else? Eh, just idle curiosity at this point.
I do wish the offline mode had internal code that just didn't require the server stub to run, but I can understand why it was simpler to just emulate the connection.
That aside, fantastic game, really glad I picked it up. Thank you :)