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Syncing problem on rejoin

PostPosted: 25 Feb 2010, 00:05
by Tegome
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

Re: Syncing problem on rejoin

PostPosted: 25 Feb 2010, 09:06
by Jorbes
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 :)

Re: Syncing problem on rejoin

PostPosted: 26 Feb 2010, 04:06
by Incantus
Both players pass priority after the end of turn step is declared, and then the turn is officially over.

Re: Syncing problem on rejoin

PostPosted: 26 Feb 2010, 09:25
by Jorbes
Incantus wrote:Both players pass priority after the end of turn step is declared, and then the turn is officially over.
That's what I said no? :)

Re: Syncing problem on rejoin

PostPosted: 27 Feb 2010, 00:10
by Incantus
Sorry, I thought you were posing it as a question?

Re: Syncing problem on rejoin

PostPosted: 03 Mar 2010, 15:44
by Jorbes
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.