#4375 closed enhancement (fixed)
Display which clients are still in the loading screen
Reported by: | elexis | Owned by: | Imarok |
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Priority: | Should Have | Milestone: | Alpha 22 |
Component: | Network | Keywords: | |
Cc: | Imarok | Patch: |
Description
When a multiplayergame has finished the gamesetup phase, clients will load the map. Few clients are loading significantly slower, so often people ask in the chat who is missing.
Instead we could show a message (for example in the network warning panel) who is still missing.
Network implementation:
Whenever CheckGameLoadStatus
of NetServer.cpp
is called, the server noticed that a client has finished the loading sceen and could thus broadcast a message to the other clients.
The existing LoadedGame
message defined in NetMessages.h
can be extended. The message type is currently only used when the client informs the server of having finished the loading screen, and used when the server informs the clients that all clients have finished.
So the type can receive a new GUID argument that is empty in the current use cases and gets the GUID in the new use case.
functions_global_object.js
sets the network warning panel.
Change History (8)
comment:1 by , 8 years ago
Cc: | added |
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comment:2 by , 8 years ago
follow-up: 4 comment:3 by , 8 years ago
Didn't returning false in the function prevent the transition? Alternatively adding a new message type would work too.
comment:4 by , 8 years ago
Replying to elexis:
Didn't returning false in the function prevent the transition? Alternatively adding a new message type would work too.
Man, you are right :D It has been a long time ago since I've done something with network...
A new message type would just be: meh
Seems like to get this properly working we'll need #4036
comment:5 by , 8 years ago
Apparently I wasn't wrong: returning false soesn't prevent the transtition, but throws an error. So I'll unfortunately have to create a new message type.
comment:8 by , 7 years ago
Milestone: | Backlog → Alpha 22 |
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Priority: | Nice to Have → Should Have |
Thanks for the feature!
This approach doesn't work, because
NMT_LOADED_GAME
triggers the transition toNCS_INGAME
regardles if am_GUID
is defined or not.