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autohosts ignore FORCEJOINBATTLEFAILED #249
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Does FORCEJOINBATTLEFAILED work in all cases? Even in those where lobby decide to ignore command or fail due to being joined in other game? |
no. but clients already should get an error message when they try to join a battle but are already in a battle. FORCEJOINBATTLEFAILED works for clients which doesn't support FORCEJOINBATTLE. it makes me sad that you even didn't investigate how FORCEJOINBATTLEFAILED works, its very few code: https://github.com/spring/uberserver/blob/master/protocol/Protocol.py#L1618 (and some more lines) also if i read lobby dev meeting minutes right, it was your proposal. |
I read how it works, my question was rhetorical... My point was it's not reliable and even if it was its too late to learn after move attempt... For our scenario we need to know beforehand.. atm the only way is to rely on silly cpu and known list of complying lobbies.. |
wrong, it leaves battle before joining: idk which client you are refering, without details... WHY DO I ALWAYS HAVE TO ASK YOU FOR DETAILS? |
Code looks fine, however people really were not moved .. if they didn't lie to me about lobby. |
lobby version? which user(s)? |
Can't remember users and no idea about version of their lobbies.. SL has identical code from february though.. |
this is not useful... |
Well there is simple server-side solution to all this.. |
with springlobby 0.201 it works... |
Ok i will unban that if it uses cpu id now.. |
I am implementing matchmaking support (FORCEJOINBATTLE) in flobby now. |
Btw, lobbyInfo can probably be mandatory without breaking lobbies (current flobby would be fine and just ignore it): |
The new field could also be the compFlags: |
No, you keep using 4607052, 4607063, 4607053 and tell @Licho1 that you have implemented FORCEJOINBATTLE so that he can add those IDs to the whitelist. |
@db81, you can't know if all flobby clients support matchmaking (rebuilt with recent enough source). |
On the other hand if we don't want to change ADDUSER i could change the flobby CPU so Springie know if a particular flobby client is ok. |
feel free to modify protocol. Otherwise just invent some cpu number and let me know which cpu is it |
https://github.com/spring/uberserver/blob/master/protocol/Protocol.py#L1813 (nobody read the initial bug report it seems) |
i suggest to use zero-k lobby cpu id if you want it working with an other lobby. |
its too late when it reports after you try the command... thats why cpu id is still used |
After some thinking about this i wan't to go with the simple solution of db81 by just adding CPU ids 4607052, 4607063 and 4607053 as lobbies supporting matchmaking. |
@abma,
If some players are not moved in step 2 when uberserver sends FORCEJOINBATTLEFAILED the game is broken and the matchmaking room is useless. Btw, I am happy with flobby CPU ids being added, i don't think we must improve ADDUSER for matchmaking. |
Realized i don't need access to Queue rooms to test .. I just tested !votemove with flobby and it worked well so i will remind people to update. |
regarding "too late": there are always reasons why FORCEJOINBATTLE could fail: for example battle could be already full, client disconnected, battle doesn't exist, missing/wrong password, etcetc. the "matchmaking system" atm doesn't handle any error it seems. also there is still no clean feedback about which lobbies fails. for springlobby this command is implemented since ages, it wasn't touched by me and current version works and it still is getting blamed for not working but the "not working" feedback is way to inaccurate as it works for me. also there are to many threads/places where this is discussed, this report here is about FORCEJOINBATTLEFAILED isn't used/implemented on the autohost (!!!) for discussing this thread should be used: i miss some feedback there. |
I think you are talking about unusual cases, matchmaking hosts needs to know up-front if a client supports matchmaking (which was the purpose of my proposal to add info in ADDUSER). |
i don't see that happen (without FORCEJOINBATTLEFAILED beeing implemented). still off topic, please use http://springrts.com/phpbb/viewtopic.php?f=64&t=32800 |
Abma it does create a brand new game and moves people there to be insta started (which is a proxy for missing "connect") .. there wont be any other "errors"... |
i knew, still the same applies. FORCEJOINBATTLEFAILED should be implemented. |
they just randomly kick lobbies from battles depending on cpuid.
spring/uberserver#121
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