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V41.3d Last Player Remaining Rounds Bug

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 Post subject: V41.3d Last Player Remaining Rounds Bug
PostPosted: Thu Aug 21, 2008 3:22 am 
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At the end of the first round of a network game, my only opponent disconnected. The game then proceeded to generate the next nine mapboards before "stopping game, too few players".

Unless I am incorrect, previous versions stopped play due to too few players without generating all the game's remaining mapboards.


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 Post subject: Re: V41.3d Last Player Remaining Rounds Bug
PostPosted: Thu Aug 21, 2008 5:22 am 
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hobbesme wrote:
At the end of the first round of a network game, my only opponent
disconnected. The game then proceeded to generate the next nine
mapboards before "stopping game, too few players".

Unless I am incorrect, previous versions stopped play due to too few
players without generating all the game's remaining mapboards.


Normally, v41.3 also does release the game if there's not enough
players. It may have been a glitch. Which server was it, Main2?
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 Post subject: Re: V41.3d Last Player Remaining Rounds Bug
PostPosted: Thu Aug 21, 2008 9:54 am 
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This is something that I have experienced a few times on the main server. Having logged on at least once and finding an admin caught in this multi round limbo I assumed that it would be reported and didn't take the time to report it myself.
hobbesme wrote:
At the end of the first round of a network game, my only opponent disconnected. The game then proceeded to generate the next nine mapboards before "stopping game, too few players".

Unless I am incorrect, previous versions stopped play due to too few players without generating all the game's remaining mapboards.
Perhaps a few more details will help someone figure this out.

It appears to have something to do with the way the next to the last player exits the game. Usually, the game ends immediately, without any issues and usually the exiting player does a disconnect which is registered by the game.

The problem seems to be that in certain exits, the game doesn't register that there is only one player for the purpose of resetting the game. The next map gets generated. The game realizes that there is only one player on the field and it immediately ends the round. It performs as it should in that it does not award a round win or any points, however, the game does not reset and it will not provide the remaining player the option to exit. They are trapped like a bug in a jar.

Not only that, if a new player enters during this time, the game fails to recognize the request to add the new player. It appears to be intent on first returning the MIA player to the field and then upon each sucessive round fails to find the MIA player and freaks out. This process is funny to watch when you are attempting to enter, but it may be a bit frustrating to the poor player that doesn't know it will end soon.

When the problem is discovered, it would make a nice server side option that would allow sequenced maps. Perhaps you recall the problem I mentioned about having a specific map qued as the starter map and what happens if a game ends before reaching the last map. If adopted, perhaps the tag could be something like <SequencedMaps>on/off

This would be a nice compliment to <ProgressiveMaps>, <ProgressiveRounds> etc., etc., ...

I couldn't resist.

Best wishes,

Rommel
Nothing gives one person so much advantage over another as to remain
always cool and unruffled under all circumstances. - Thomas Jefferson

You can discover more about a person in an hour of play
than in a year of conversation. - Plato


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 Post subject:
PostPosted: Thu Aug 21, 2008 2:03 pm 
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More on this that I forgot ...

There are a few players that seem to consistanly cause an excessive amount of delay when they exit the game. I'm not sure but it seems that it averages around 60 seconds or so for the game to register that these players have exited.

Perhaps this is a clue.
Nothing gives one person so much advantage over another as to remain
always cool and unruffled under all circumstances. - Thomas Jefferson

You can discover more about a person in an hour of play
than in a year of conversation. - Plato


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 Post subject:
PostPosted: Thu Aug 21, 2008 2:15 pm 
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One of the players that meets the above description is using Unix (or some version thereof). Perhaps this information will help narrow the initial search for the cause of the excessively long disconnects if no one knows of an instance where a Windows user causes the same type of delay.
Nothing gives one person so much advantage over another as to remain
always cool and unruffled under all circumstances. - Thomas Jefferson

You can discover more about a person in an hour of play
than in a year of conversation. - Plato


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