Hello there,
Overview
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our gameplay is divided into two separate rooms:
1. world room (mmo-room where players walk around)
2. battle room (regular room being spawned whenever two players battle against each other)
The world room uses the proximity list to spawn and remove player entities automatically; when a battle starts, the player stays in the MMO room but also joins the battle room.
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Problem
All goes according to plan except, when one of the players disconnect during the battle while being in the proximity list of each other.
What happens is that the remaining player returns (from a visual POV only) to the world view but the disconnecting player remains apparently in his proximity.
The remaining player receives two OnUserExitRoom events, one for himself and one for the disconnected player. However, the proximity list does not contain the disconnecting player. In fact, the proximity list gets triggered on the client, but with an empty list -> the removedUsers are empty
So my question is, is that the expected/by-design behavior?
I can see a client-side "hack" being to remove the user from the whole game manually when a disconnect happens (our server happens to send the reason why a battle is over (forfeit, disconnect, won/etc) already - however that seems strange in my opinion.
Multiple rooms issue with proximity list
Re: Multiple rooms issue with proximity list
Hi,
what version of SFS2X are you using?
What client side platform are you using? And what version of the client API?
Essentially you're saying that two users in an MMORoom don't get updated correctly when one disconnects, whereby the remaining player does not get an update via the removedUsers list passed by the PROXIMITY_LIST_UPDATE event.
Is that correct?
what version of SFS2X are you using?
What client side platform are you using? And what version of the client API?
Essentially you're saying that two users in an MMORoom don't get updated correctly when one disconnects, whereby the remaining player does not get an update via the removedUsers list passed by the PROXIMITY_LIST_UPDATE event.
Is that correct?
Re: Multiple rooms issue with proximity list
SFS2X: 2.13.6
Client Unity3d with C# API 1.7.12
When both users are inside the mmo room and disconnect, then everything works fine.
If they are participating in an additional room (the battle room) at time of the disconnect then the disconnect is not handled properly inside the mmo room.
So key here is the additional (regular) room being active during the disconnect.
I need to verify if the proximity list only affects the users that were in the same battle room or everyone else as well.
Client Unity3d with C# API 1.7.12
When both users are inside the mmo room and disconnect, then everything works fine.
Yes but only:Essentially you're saying that two users in an MMORoom don't get updated correctly when one disconnects, whereby the remaining player does not get an update via the removedUsers list passed by the PROXIMITY_LIST_UPDATE event.
If they are participating in an additional room (the battle room) at time of the disconnect then the disconnect is not handled properly inside the mmo room.
So key here is the additional (regular) room being active during the disconnect.
I need to verify if the proximity list only affects the users that were in the same battle room or everyone else as well.
Re: Multiple rooms issue with proximity list
Ok, thanks, we'll try to reproduce the issue joining both an MMORoom and a regular Room.
Re: Multiple rooms issue with proximity list
We were able to reproduce the issue. We'll investigate the problem in the next days and prepare a patch with the fix.
I'll post an update when it's ready.
Hope it helps
I'll post an update when it's ready.
Hope it helps
Re: Multiple rooms issue with proximity list
That is a relief! Would you recommend us upgrading to 2.14?
Re: Multiple rooms issue with proximity list
CineTek wrote:That is a relief! Would you recommend us upgrading to 2.14?
No, not for this specific issue at least. It looks like the problem originates in the client side API so, if everything goes well, we'll be releasing a new client update in the next few days.
Cheers
Re: Multiple rooms issue with proximity list
Thanks for the help and the quick fix! (C# API Patch v1.7.13)
Re: Multiple rooms issue with proximity list
Hey Lapo,
I've encountered this same exact bug! I'm currently working on an updated Haxe client port and was looking to implement your fix: https://github.com/Metlmeta/smartfox-haxe-client
Could you PM me or share details on what causes this bug client-side? Any help or direction is appreciated.
I've encountered this same exact bug! I'm currently working on an updated Haxe client port and was looking to implement your fix: https://github.com/Metlmeta/smartfox-haxe-client
Could you PM me or share details on what causes this bug client-side? Any help or direction is appreciated.
Re: Multiple rooms issue with proximity list
We've replied via email, since you already contacted us for another issue.
Cheers
Cheers
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