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Server in progress #182

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JorenC opened this issue Jun 22, 2020 · 10 comments
Open

Server in progress #182

JorenC opened this issue Jun 22, 2020 · 10 comments

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@JorenC
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JorenC commented Jun 22, 2020

After mustering or being the last one to commit, the game is sent to the queue. Then, for a couple of minutes, nothing happens - the game stays in its old state and no feedback is given on the game state.

Can we think of a way that we can get an "adjucation" state?
E.g. when loading a game, when pressing "commit", or when deadline passed (if game open), or even send Diplicity server push message to all players that the new turn will be adjucated (hidden in background, not player visible)?
During this state, the map and order screen would show some "waiting state" and check every minute or regular interval (or wait for adjucation complete) to see if the game has progressed.

Especially for live or F2F games, you want to have a live countdown (and then the adjucation time is important).

Now, when progressing a game, the only solution is a refresh, which feels like a bug, is questionable and harder to do on Android, and experienced quite often (1/7 players per turn on classic, if they are the last one to commit).

Maybe needs more design document, but let's chat about possibilities.

@zond
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zond commented Jun 25, 2020

That phase, like all others, reloads the game automatically when the notification arrives.

I don't know what this issue is actually about. Non-reloading games when phases resolve, or lack of countdown timer, or something else?

@JorenC
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JorenC commented Jun 25, 2020

Right now, moving to next turn reloads the game view? Then it's a bug, cause that never happened...

I press commit, even when I'm the last, and it takes a minute or so for the notification to arrive (adjucation queue)... But during that minute I'm in Limbo - in 1v1, I know the turn should move... That limbo is what I want to prevent, especially if we want to have the timer become seconds, so you can see it count down to zero and see the "waiting adjucation" state

@zond
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zond commented Jun 25, 2020

in 1v1, I know the turn should move.

How do you know that?

If we have a timer it's of course easy-ish to reload when it reaches zero

@JorenC
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JorenC commented Jun 25, 2020 via email

@zond
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zond commented Jun 25, 2020

So, for the typical usecase you don't know that Acebone did his turn 10 hours ago, and those 30 seconds of waiting are fine and a part of the game for most of the players in most of the games, when they wait for the turn to end (because they aren't the last one to commit)... so why is it such a problem here?

@JorenC
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JorenC commented Jun 25, 2020 via email

@zond
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zond commented Jun 25, 2020

Yeah, it's true - especially in environments where you don't get notifications (like iOS)...

We could maybe use some kind of long polling of game state - I recently built it for chat channels when the notifications aren't supported - but too much long polling will load the server in weird ways I believe.

@JorenC
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JorenC commented Jun 25, 2020 via email

@zond
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zond commented Jun 25, 2020

The countdown thing is a completely separate solution though - it's just a timer, whereas the other one is a messaging problem (and they are always hard) - even if they both are about users discovering that the phase has ended.

@JorenC
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JorenC commented Jun 26, 2020 via email

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