Closed ctm closed 5 months ago
I may work on this today, but even if I solve it, I probably won't deploy until Sunday (i.e., after WYWAE) to avoid the chance of last minute breakage.
TableMessage::NewPlayersAdded
only includes the PlayerId
of the new player, but if we were to add the SeatIndex
and ChipCount
, then we could feed that to the ActionTracker. FWIW, the EventId
is also passed in, which is kind of silly since it's a table message and tables are associated with event ids anyway.
NewPlayersAdded
now includes the SeatIndex
and ChipCount
and ActionTracker
, in theory, uses this info. I haven't yet determined which of the scenarios this fixes. I'll be doing that testing soon, but may get interrupted, so I'm updating this issue now.
Ugh. I just got around to testing it (i.e., I did get interrupted; very interrupted), and now the table doesn't even show up. I'll have to look at it tomorrow.
The problem appears to simply be that NickMapper
isn't paying attention to TablesAdded
, so it can't map the TableId
to an EventId
.
With NickMapper
tracking TablesAdded
the game works again and now a player who joins when there's no splitting works nicely. Splitting still needs work though. My guess is that the right messages are being sent, but that ActionTracker
isn't paying attention.
Turns out, although ActionTracker
wasn't paying attention to MovedFrom
messages, the better solution was to simply send a status after a new table is created. That's not too expensive and it means I don't have to add new fields to MovedFrom
or worry about the ordering of MovedTo
and MovedFrom
.
Deploying now.
Fix so that if a player joins during the break, that player can see the table and the others at the table and the others can see that player.
I noted this problem in my mail to the BARGE list yesterday, but didn't make an issue for it and then got distracted by other things. I don't think it makes sense for me to try to get it done in time for this evening's game. Oops.