View topic - SpringLobby - please implement !join



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PostPosted: 03 Dec 2011, 13:52 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
To allow commands like !splitplayers (splits players ingame into 2 games) or matchmaking system please implement:

* !join host - when such PM is sent to player from battleroom host or from lobby admin, he joins the new host


To allow easier support for multi-engine please implement check that

* if mod or map hash is 0, don't verify this hash to determine in lobby sync status

It already exists in SL code but atm it uses "IsEmpty" check instead of 0 check and the values cannot be empty (lobby server and existing clients dont support it).


Last edited by Licho on 12 Jan 2012, 13:03, edited 1 time in total.

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PostPosted: 05 Dec 2011, 18:33 

Joined: 21 Feb 2009, 07:42
I am having some trouble understanding why this is needed and if it might be asking for trouble to not check if client has map and mod.

Isn't the founder/host required to have the map and mod and send the correct maphash and modhash to server when it creates a battle ?

I might be off here but it sounds like there is a risk players will play on different maps (same name different content) if hashes are ignored.


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PostPosted: 05 Dec 2011, 19:14 
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Joined: 16 Mar 2007, 18:27
roger that


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PostPosted: 11 Dec 2011, 16:23 
Lobby Developer

Joined: 16 Mar 2007, 18:27
done


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PostPosted: 11 Dec 2011, 17:52 
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Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
Thanks :-)


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PostPosted: 10 Jan 2012, 14:07 
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
Any progress on !join for SpringLobby?


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PostPosted: 12 Jan 2012, 04:04 
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Bump... it cant be that hard..


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PostPosted: 18 Jan 2012, 18:14 
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Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
... i guess its kicking for SL users then..


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PostPosted: 18 Jan 2012, 18:17 
Lobby Developer
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Joined: 08 Feb 2010, 22:21
Location: Saint-Petersburg, Russia
NotaLobby v.2.0, Done


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PostPosted: 24 Jan 2012, 09:38 
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Joined: 12 Oct 2007, 08:24
NotaLobby works on Linux and implements !join it is superior for ZK so we should recommend it.


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PostPosted: 25 Jan 2012, 11:21 
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Ok .. is there a way to determine lobby of the user so i could tell them to use other lobby?


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PostPosted: 25 Jan 2012, 11:42 

Joined: 29 May 2010, 22:40
The player can type "/ver" into #main, and will get "You have SpringLobby v0.141 (Gentoo,amd64)" (or similar ;)


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PostPosted: 25 Jan 2012, 12:48 
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Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
I meant how do i tell it from another user in lobby :)


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PostPosted: 25 Jan 2012, 15:42 
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Joined: 08 Feb 2010, 22:21
Location: Saint-Petersburg, Russia
To change Main protocol a bit


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PostPosted: 26 Jan 2012, 09:18 
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Location: Saint-Petersburg, Russia
Without changing the protocol.
we can also add some commands by which the user will say you version of lobby. for example, you send to user: /sayver, he sends to you: Spring 85, NotaLobby 2.0


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PostPosted: 26 Jan 2012, 11:08 
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Yeah but client already says the lobby version to server when logging in. So it should be just protocol change to make server tell us :)


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PostPosted: 26 Jan 2012, 11:33 
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Joined: 22 Sep 2007, 08:51
bad: server shouts out lobby name/version of clients <= HACK
ok: server shouts out a kind of list of supported features of a client

edited:
this can be cleanly implemented without any change to SL neccesery:
Code:
if lobby-supplied-no-value
   joinSupported = false;
else
   joinSupported = lobbySuppliedValue;


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PostPosted: 26 Jan 2012, 12:23 
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Clients dont support supported list!
How is shouting version bad? I would like that ..

I need to solve very real problem of one client (SL) not being updated and breaking whole matchmaking system...
And there is no compatibility flag for it.. changing protocol is complex and time consuming and forces work upon all other lobby devs.

Publishing client name is simple and cheap.

Atm I resort to abusing CPU speed for my own information about lobby type and capabilities...
now thats wrong..


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PostPosted: 26 Jan 2012, 12:38 
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Joined: 14 Aug 2007, 15:15
Licho wrote:
How is shouting version bad? I would like that ..
Do you want to maintain a mapping of version -> capabilities for every existing client?

Licho wrote:
not being updated
I've said it before, slaving every client to something you implement outside the server, with no apparent backwards compat, is not a good idea. Ofc I'll be ignored again. Just saying.


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PostPosted: 26 Jan 2012, 13:13 
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koshi wrote:
I've said it before, slaving every client to something you implement outside the server, with no apparent backwards compat, is not a good idea. Ofc I'll be ignored again. Just saying.


This. I've previously voiced my concerns about external entities being able to force players into a battle. The potential for abuse is extremely high on it - just for example: constantly poll new players joining, check if they are smurfs, if they arent, have them get !joined into a zk game with the PM: 'Hey, you seem to be new here. Would you like to try a game of Zero-K? It is the fastest growing game on the Spring engine and you will love it!'


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