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New Server Endpoint Usage #304
New Server Endpoint Usage #304
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Build Successful! You can find a link to the downloadable artifact below. |
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- Target development branch
- What was wrong with using /coop/server/join ???
@paulov-t /coop/server/join appears primarily to be for clients to join, and checks the password where we intend to call this after that has already been called previous, and only adds users to the Authorized list and not the connected list. These changes are designed to allow the check here to run on PeerToPeerUDP as well. Since without it it's possible to join a raid before the host has finished loading and so the client gets permanently stuck joining. |
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I think it'll be fine moving this to development, I dont think it's a big issue at the moment on master especially since UDP is not the default selected method.
I think it would be better if we improve the endpoint(s) we have to try and fix this issue rather than adding another just for udp. For example. There is no reason for the Client to send that GameClient.SendData when a standard http call would do the trick. (I know I put that in there, just saying, I think I made a poor decision) In terms of players joining at the wrong time, I was thinking we should add a state to the CoopMatch that has LOADING, WAITING, IN_GAME. The WAITING would be the time where other players can join. We could then remove the Players column and replace the entire functionality of Players.Count > 0 stuff. |
This is in relation to #48 on SIT.Aki-Server-Mod. This uses the newly added endpoint for UDP clients to announce their join intent so that we can track the number of players to display in the server browser and so the fix for joining too soon can be applied to UDP P2P raids.