Timeout on TASClient

Timeout on TASClient

Please use this forum to set up matches and discuss played games.

Moderator: Moderators

Post Reply
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Timeout on TASClient

Post by Caydr »

I know there's already a thread for this, but I didn't see it. Anyway, Problem is, a lot of people (myself included, lately) have the problem that for whatever reason they lose the connection to the TASClient lobby and they can't log in. Previously people were asking that the timeout be reduced a bit.

Then it occurred to me. What is the PURPOSE of it in the first place? What conceivable reason would a person have to log in twice? If someone is logged in, and they log in a second time, the first login should be automatically disconnected. Problem solved. Since the only reason someone would want to log in "twice" (according to server) would be if they'd lost the connection, what's the big deal? The timeout can be whatever you want - just make it so that if a second attempt is made to log in, the first log in is disconnected.

The only reason this might *seem* to be a problem to those who don't know the way Spring operates, is because it sounds like it might make you lose connection to the game you're playing if your current session was disconnected. This isn't the case - TASClient basically just operates by telling the other people in a "battle room" the host's IP address, and that's all there is to it. It has no function beyond this, and you could even start TASClient, join a game, and quit TASClient midgame if you wanted to - there'd be no effect. The connection is not routed through the client, it is direct to the game's host.

So how about it?
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

This would be a good option. I know MSN Messenger works like this.

And the threads about this are located in the Help & Bugs forum.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Instead of giving us the 'already logged in message' it should just automatically boot the ghost offline. Problem solved. I know this is essentially what you are suggesting :)
Krysole
Posts: 9
Joined: 26 Nov 2005, 06:44

Post by Krysole »

It might get interesting if multiple clients are on the same ip (internet server, 2 or three comps behind a lan want to connect). This could be solved either by identifying machines with a login or uid rather than an ip address but i'm not really sure how its implemented since i've only really been looking over the win32/linux code to port it to mac.
Post Reply

Return to “Ingame Community”