Syncing problem on rejoin
by Jorbes
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Syncing problem on rejoin
by Tegome » 25 Feb 2010, 00:05
Evil little bug here.
Player A declares end of turn.
Player B has a flaky connection and disconnects before receiving the end of turn signal.
Player B reconnects and uses /rejoin to sync back to the table.
Player A can't declare end of turn again; OPT says "The turn has already been ended, please wait for this to be processed by all players." Player B can't end the turn either, since it's not his turn to end.
Makes things a bit tougher to play, is all. ;P
Player A declares end of turn.
Player B has a flaky connection and disconnects before receiving the end of turn signal.
Player B reconnects and uses /rejoin to sync back to the table.
Player A can't declare end of turn again; OPT says "The turn has already been ended, please wait for this to be processed by all players." Player B can't end the turn either, since it's not his turn to end.
Makes things a bit tougher to play, is all. ;P
- Tegome
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Re: Syncing problem on rejoin
by Jorbes » 25 Feb 2010, 09:06
Yeah, it's not 100% working.
I was going to change the way syncing works for 1.0, having the server send a single game state, but I need the game state to move to the server first, for that to work.
Does either player have priority they can pass?
Because all players passing prio in the end step should also change the turn, might be a workaround.
I'll look into this though
I was going to change the way syncing works for 1.0, having the server send a single game state, but I need the game state to move to the server first, for that to work.
Does either player have priority they can pass?
Because all players passing prio in the end step should also change the turn, might be a workaround.
I'll look into this though
Re: Syncing problem on rejoin
by Incantus » 26 Feb 2010, 04:06
Both players pass priority after the end of turn step is declared, and then the turn is officially over.
Re: Syncing problem on rejoin
by Jorbes » 26 Feb 2010, 09:25
That's what I said no?Incantus wrote:Both players pass priority after the end of turn step is declared, and then the turn is officially over.
Re: Syncing problem on rejoin
by Incantus » 27 Feb 2010, 00:10
Sorry, I thought you were posing it as a question?
Re: Syncing problem on rejoin
by Jorbes » 03 Mar 2010, 15:44
Looked into this. The way syncing works, the issue is hard to solve without moving game state data to the server (post 1.0 version). The syncing player does not send any automatic responses to the game. But, the workaround is either changing the step or having someone pass priority (per 0.99p).
The turn-end-prevention that was created to prevent double turn endings by accident, will stay in.
The turn-end-prevention that was created to prevent double turn endings by accident, will stay in.
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