Rejoining mid-game

Rejoining mid-game

Requests for features in the spring code.

Moderator: Moderators

Post Reply
ultrasonicsite
Posts: 43
Joined: 25 Feb 2006, 20:09

Rejoining mid-game

Post by ultrasonicsite » 27 May 2010, 01:05

If for some reason someone crashes, and their name is on the list of people who were in the game, they should be able to rejoin to spectate. Can it be done?
0 x

User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Rejoining mid-game

Post by aegis » 27 May 2010, 01:07

theoretically, yes! and if you search the forums, you'll find multiple discussions about the topic from the past.
0 x

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14606
Joined: 17 Nov 2005, 02:43

Re: Rejoining mid-game

Post by Forboding Angel » 27 May 2010, 02:55

Probably not gonna happen.
0 x

User avatar
momfreeek
Posts: 625
Joined: 29 Apr 2008, 16:50

Re: Rejoining mid-game

Post by momfreeek » 27 May 2010, 03:00

what, him searching the forums?
0 x

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14606
Joined: 17 Nov 2005, 02:43

Re: Rejoining mid-game

Post by Forboding Angel » 27 May 2010, 04:47

momfreeek wrote:what, him searching the forums?
Post Subject wrote:Rejoining mid-game
0 x

zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Rejoining mid-game

Post by zerver » 27 May 2010, 18:43

Yes, it is possible, there is an "AllowAdditionalPlayers" setting to enable this on the server.
0 x

User avatar
Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Rejoining mid-game

Post by Hobo Joe » 29 May 2010, 10:24

zerver wrote:Yes, it is possible, there is an "AllowAdditionalPlayers" setting to enable this on the server.
Why is this not the common setting?
0 x

User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Rejoining mid-game

Post by aegis » 29 May 2010, 10:43

does it synchronize state, or do they have a very broken view of the game once they join? ;)
0 x

zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Rejoining mid-game

Post by zerver » 29 May 2010, 17:01

Hobo Joe wrote:Why is this not the common setting?
I was actually going to ask the same thing. Maybe devs were afraid this would increase risk of mid-game server crashes by malformed connection attempts or spoofing etc.

In addition to this, anyone who knows the server address can join to spectate at any time. The spectator count may grow large...

I think everything works wrt sync. What happens is that the game restarts and essentially fast forwards to the point where it is currently at. If a player rejoins though, he will probably only be able to spectate.

So, question is if we should enable it by default. Someone post a vote...
0 x

User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Rejoining mid-game

Post by Tribulex » 29 May 2010, 17:31

!vote 1
0 x

User avatar
Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Rejoining mid-game

Post by Hobo Joe » 29 May 2010, 18:27

zerver wrote: In addition to this, anyone who knows the server address can join to spectate at any time. The spectator count may grow large...

Elaborate
0 x

User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Rejoining mid-game

Post by Pressure Line » 30 May 2010, 01:56

Hobo Joe wrote:
zerver wrote: In addition to this, anyone who knows the server address can join to spectate at any time. The spectator count may grow large...

Elaborate
What zerver means is that since anyone who knows the server address can join there is potential for a game to start with 2 specs, and end up with 20 halfway through the game.
0 x

User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Rejoining mid-game

Post by Pxtl » 30 May 2010, 02:25

Holy crap, we have this feature? Unfortunately, since it's implemented as a fast-forward instead of a true state transfer, it means it's not viable for some deathmatch-esque game in which a single gamestate could last for hours as players come and go...

But still, how much power do modders have over the handling of late-joiners. Can the mod assign them to play?
0 x

User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Rejoining mid-game

Post by jK » 30 May 2010, 05:06

zerver wrote:I think everything works wrt sync. What happens is that the game restarts and essentially fast forwards to the point where it is currently at. If a player rejoins though, he will probably only be able to spectate.
IIRC Auswaschbar said that the packet buffer is limited, so this just works for the first ~30seconds.

(I never investigated that code myself, but it is what I thought and heard about it)
0 x

User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Rejoining mid-game

Post by aegis » 30 May 2010, 10:15

but the packet buffer is theoretically unlimited as long as we're still saving replays
0 x

zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Rejoining mid-game

Post by zerver » 31 May 2010, 19:32

Code: Select all

 std::list< boost::shared_ptr<const netcode::RawPacket> > packetCache; //waaa, the overhead
not limited, but clearly needs optimization...

Anyway, I will probably change it so that "AllowAdditionalPlayers" only controls whether extra spectators are allowed after start and the reconnect-to-spectate-if-crashed feature is allowed by default.
0 x

User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2695
Joined: 25 Aug 2004, 13:31

Re: Rejoining mid-game

Post by bobthedinosaur » 02 Jun 2010, 06:38

what about just join midgame, and no re about it?
0 x

Post Reply

Return to “Feature Requests”