SpringLobby - please implement !join

SpringLobby - please implement !join

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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

SpringLobby - please implement !join

Post by Licho »

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.
cleanrock
Former Engine Dev
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Joined: 21 Feb 2009, 07:42

Re: SL/TASC - please implement !join and hash 0 disable check

Post by cleanrock »

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.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: SL/TASC - please implement !join and hash 0 disable check

Post by Satirik »

roger that
Satirik
Lobby Developer
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Joined: 16 Mar 2007, 18:27

Re: SL/TASC - please implement !join and hash 0 disable check

Post by Satirik »

done
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Licho
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Re: SL/TASC - please implement !join and hash 0 disable check

Post by Licho »

Thanks :-)
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Licho
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Re: SL/TASC - please implement !join and hash 0 disable check

Post by Licho »

Any progress on !join for SpringLobby?
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Licho
Zero-K Developer
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Re: SL/TASC - please implement !join and hash 0 disable check

Post by Licho »

Bump... it cant be that hard..
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Licho
Zero-K Developer
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Re: SpringLobby - please implement !join

Post by Licho »

... i guess its kicking for SL users then..
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danil_kalina
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Re: SpringLobby - please implement !join

Post by danil_kalina »

NotaLobby v.2.0, Done
Google_Frog
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Re: SpringLobby - please implement !join

Post by Google_Frog »

NotaLobby works on Linux and implements !join it is superior for ZK so we should recommend it.
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Licho
Zero-K Developer
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Re: SpringLobby - please implement !join

Post by Licho »

Ok .. is there a way to determine lobby of the user so i could tell them to use other lobby?
dansan
Server Owner & Developer
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Joined: 29 May 2010, 23:40

Re: SpringLobby - please implement !join

Post by dansan »

The player can type "/ver" into #main, and will get "You have SpringLobby v0.141 (Gentoo,amd64)" (or similar ;)
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Licho
Zero-K Developer
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Re: SpringLobby - please implement !join

Post by Licho »

I meant how do i tell it from another user in lobby :)
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danil_kalina
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Joined: 08 Feb 2010, 22:21

Re: SpringLobby - please implement !join

Post by danil_kalina »

To change Main protocol a bit
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danil_kalina
Posts: 505
Joined: 08 Feb 2010, 22:21

Re: SpringLobby - please implement !join

Post by danil_kalina »

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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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: SpringLobby - please implement !join

Post by Licho »

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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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: SpringLobby - please implement !join

Post by hoijui »

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: Select all

if lobby-supplied-no-value
   joinSupported = false;
else
   joinSupported = lobbySuppliedValue;
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Licho
Zero-K Developer
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Re: SpringLobby - please implement !join

Post by Licho »

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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koshi
Lobby Developer
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Joined: 14 Aug 2007, 16:15

Re: SpringLobby - please implement !join

Post by koshi »

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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Beherith
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Re: SpringLobby - please implement !join

Post by Beherith »

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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