Closed patrickdevarney closed 1 year ago
Thanks, should be fixed in v0.31.0.
Please close this issue when happy with result ☺️
When phases change, time resetting to 0 is now synced correctly.
Bug: When joining, the joining client's time will always be set to 0.
Okey, I will recheck.
Okay have to think about it a bit more. Currently the time is only synced to server on any action. So when nothing happens and a new client joins, it just get's the time from last update. I may just change the timer to timestamps. The thought behind using seconds instead of timestamp was, that on timestamp, you start round two days ago and return, it will say the round last two days. With current state, timer only runs when client is connected which I like more. So I think besides now all clients are equal threaten from server side, it makes sense to declare one client as host to send pings with round time to server. Anyway, I don't really like all my solution for now and will think about it a bit more.
I tried to address this in v0.32.0. By defining first client as host for sending timer every 5 seconds. So offset of 5 seconds possible, but I think it's okay.
Please be aware you also need GHS server in verion v0.32.0! Otherwise it won't work.
I changed server and client now, so that new client always request latest update from an already connected client to get the current state and time. So please verify with v0.35.0
Since I got no feedback and no other complains, I will close this issue. Please reopen if issue isn't solved for you.
Two clients join the public server. Their turn timers are incrementing locally but not synced on joining and not synced when phases change.
Thank you for your work! This is amazing