bugBattle for Wesnoth - Bugs: bug #10871, Send event-triggering moves...

 
 
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bug #10871: Send event-triggering moves earlier in MP

Submitted by:  Lari Nieminen <zookeeper>
Submitted on:  Thu 24 Jan 2008 10:57:46 PM UTC  
 
Category: Feature RequestSeverity: 3 - Normal
Priority: 5 - NormalItem Group: Networking
Status: FixedPrivacy: Public
Assigned to: NoneOpen/Closed: Open
Release: trunkOperating System: all

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Wed 03 Dec 2014 04:03:20 AM UTC, comment #1:

This has been partly implemented (1.11.13): moves an other actions are transmitted as soon as an external input is required. This imples rng seeds, so as soon as you use the synced rng, for example by using [set_variable]rand= or as soon as you create a unit with random traits the move is transmitted to teh other clients. Note that we cannot transmit moves as soon as en event in involved, becase even with moveto events the move might still be undoable. And yes, the ase of [option] with messages or other user inout is also handled correctly.

I spend quiet some time thinking about cases like "player 1 makes a move which is transmitted during a moveto event and then player 1 leaves during a user input dialog in the moveto event", and i think it'll work. But ofc there can still be other corner cases that might not work.

Daniel <gfgtdf>
Project Member
Thu 24 Jan 2008 10:57:46 PM UTC, original submission:

Currently, in networked MP, if I move a unit which results in a moveto event (for instance) getting triggered, that move won't get transmitted to the other players until the event has finished for me.

This is annoying when the event is long, for instance involving a lot of dialogue, because the other players won't get to read it until I've read it completely. If the move was transmitted to the other players just before triggering the event, they would get to read the dialogue at the same time I do.

There's one corner case that would need special handling however: [option]s (or [text_input]s) in [message]s. Since those require input from the current player, the other players shouldn't be able to get to any WML actions that follow that [message] before the current player has transmitted his input to them.

Lari Nieminen <zookeeper>
Project Member

 

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  • -unavailable- added by gfgtdf (Posted a comment)
  • -unavailable- added by zookeeper (Submitted the item)
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    Follows 1 latest change.

    Date Changed By Updated Field Previous Value => Replaced By
    Wed 03 Dec 2014 04:03:20 AM UTCgfgtdfStatusNone=>Fixed
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