Closed stolk closed 9 years ago
This is an interesting idea. I am not sure which class would contain the accepted mask since the bits are only used during quickmatch matching. Each mask provided from the caller is AND'ed, and the result must be 0 for the players to be matched up. This means the combined mask for the room is always 0. It's not an attribute of the participant, since named invitees don't use the quickmatch room builder, so the mask is null.
I think this type of configuration should be handled by the game. For example, exchange this information once the player is connected to the room.
Good point: the combined mask returned would indeed not be the AND'ed one, but maybe the OR'ed one? That way the game will know immediately which other 'player roles' he's up against without doing communication. But yeah, invited matches without masks, this would make no sense. So that would limit usefulness.
On Mon, Sep 14, 2015 at 9:13 AM, Clayton Wilkinson <notifications@github.com
wrote:
This is an interesting idea. I am not sure which class would contain the accepted mask since the bits are only used during quickmatch matching. Each mask provided from the caller is AND'ed, and the result must be 0 for the players to be matched up. This means the combined mask for the room is always 0. It's not an attribute of the participant, since named invitees don't use the quickmatch room builder, so the mask is null.
I think this type of configuration should be handled by the game. For example, exchange this information once the player is connected to the room.
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May be less useful than I originally thought it would be. Closing.
By using...
I can set an exclusive mask to avoid matching up players in same role. However, once a match has been made in a room, there is no feedback on what the merged bitmask looks like.
If Google Play Services would report back this merged mask, each peer would immediately know the opponent bitmasks right at the start of the match, which can be very valuable information.