Closed ctm closed 2 weeks ago
This appears to simply be a matter of ActionTracker
having a sanity checker (that issues a warning that nobody ever sees) fire on third street after there's been a raise after a completion.
This sanity check has been present since the beginning of the graphical code (introduced in commit f7813d3: [Feat] adds a lot of elements to the graphical view. Part of #688.
). It's harmless, but it does point out the fact that not sending warnings from the client to the server means we can have warnings trigger that nobody ever sees. That will not scale, although scaling isn't currently my highest priority (/me coughs
).
I will either tighten up the criteria that is used to determine when to emit the warning or I'll remove it entirely after I make sure that all of the instances have the same trigger and after I think a little bit about just what I was concerned with when I put the warning in.
FWIW, the replay-a-hand tool (#1288)—that I haven't yet taken the time to write—would reproduce this issue and if I made a headless version, I could actually run it against all hands that use the current protocol and have it point out any warnings. As such, I'll consider writing that tool when I'm too tired to work on more important things.
Fixed and deployed.
Figure out why this warning appeared during my play this evening. I'm not marking it as a bug, because I didn't see any weirdness, other than a bit of what I think was lag at the end. I assume with the timestamps that this will be obvious.