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From: Rob R. <rr...@gm...> - 2006-01-30 03:13:32
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What is the best way to handle a player getting disconnected? The ghost of the player stays around for quite awhile (seems like 15 minutes or so) even after the player reconnects and gets the new nick with an underscore appended. Is there some way for the admin to forcibly kill the ghost? I am willing to hack the admin console to add such a feature, if it's desired. Or it might be a good idea to let people change to already taken names, if explicitly allowed in the game settings? |
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From: LT-P <LT...@LT...> - 2006-01-30 21:20:57
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Le lun 30 jan 2006 03:13:26 CET, Rob Renaud <rr...@gm...> a écrit: > What is the best way to handle a player getting disconnected? Why not a kick message which would drop the connection data of the target user, in order to let a new one (human or AI, which could be useful to replace a leaving human player) takes his place ? LT-P -- Seals are cute, kiss them |
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From: Roland C. <rc...@us...> - 2006-01-31 21:16:30
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On Monday 30 January 2006 04:13, Rob Renaud wrote: > What is the best way to handle a player getting disconnected? The > ghost of the player stays around for quite awhile (seems like 15 > minutes or so) even after the player reconnects and gets the new nick > with an underscore appended. Is there some way for the admin to > forcibly kill the ghost? > > I am willing to hack the admin console to add such a feature, if it's > desired. Or it might be a good idea to let people change to already > taken names, if explicitly allowed in the game settings? When a player gets disconnected, his name stays visible in the client, with some extra squares in the icon. When any player reconnects, he will take over the game. If this does not happen, you've stumbled across a bug. If a player disconnects in his turn, the game will wait until a reconnect is made. If a player disconnects when it is someone else's turn, the player will skip turns until a reconnect. I cannot reproduce the situation you describe. When a player disconnects, the reconnecting player will not get an underscore appended to its name on my computer. Which version of the client and server are you using? Regards, Roland Clobus |
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From: Rob R. <rr...@gm...> - 2006-01-31 22:43:17
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What about when a player loses connection? How long is the timeout?=20 Clean disconnects are fine, dropped internet connections are not. On 1/31/06, Roland Clobus <rc...@us...> wrote: > On Monday 30 January 2006 04:13, Rob Renaud wrote: > > What is the best way to handle a player getting disconnected? The > > ghost of the player stays around for quite awhile (seems like 15 > > minutes or so) even after the player reconnects and gets the new > nick > > with an underscore appended. Is there some way for the admin to > > forcibly kill the ghost? > > > > I am willing to hack the admin console to add such a feature, if > it's > > desired. Or it might be a good idea to let people change to already > > taken names, if explicitly allowed in the game settings? > > When a player gets disconnected, his name stays visible in the client, > with some extra squares in the icon. When any player reconnects, he > will take over the game. If this does not happen, you've stumbled > across a bug. > > If a player disconnects in his turn, the game will wait until a > reconnect is made. If a player disconnects when it is someone else's > turn, the player will skip turns until a reconnect. > > I cannot reproduce the situation you describe. When a player > disconnects, the reconnecting player will not get an underscore > appended to its name on my computer. > > Which version of the client and server are you using? > > Regards, > Roland Clobus > |
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From: Bas W. <sh...@fm...> - 2006-01-31 22:56:53
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On Tue, Jan 31, 2006 at 05:43:13PM -0500, Rob Renaud wrote: > What about when a player loses connection? How long is the timeout?=20 > Clean disconnects are fine, dropped internet connections are not. This should be reproducible by unplugging the network on a client machine. = In that case, the computer doesn't know about the disconnect. Pinging it might help (to let the kernel know the host is down). Pioneers cannot help here, it's the OS which needs to know that the connection no longer exists. When= it knows, it will instantly notify the program. A feature to move players and viewers around, as in "Gorbachev is now a viewer, shevek is now player 2" would be very useful. This should obviously be commands to the server. There are some plans to change the way things w= ork with the server (in particular, to have only one server, the console one, a= nd have a Gtk front-end for it, instead of a Gtk server as it is now). Howeve= r, I think having this feature is useful, and it may be a bad idea to wait for= us to have time to do the server rewriting thing. However, for a permanent solution there should be a good plan about the adm= in interface IMO. The current admin thing (does it work at all, actually?) shouldn't be the base of it, it should just be redesigned with proper design goals in mind. Thanks, Bas --=20 I encourage people to send encrypted e-mail (see http://www.gnupg.org). If you have problems reading my e-mail, use a better reader. Please send the central message of e-mails as plain text in the message body, not as HTML and definitely not as MS Word. Please do not use the MS Word format for attachments either. For more information, see http://129.125.47.90/e-mail.html |