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Don't let the `duplicateplayernames` setting break lobbied games
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Authored by Imarok on Jan 14 2019, 8:50 PM.

Details

Summary

As elexis figured out, setting duplicateplayernames to true breaks lobbied games, cause every client gets renamed to "${nickname} (2)". That is annyoing, looks strange and finally breaks rejoining.
As duplicateplayernames doesn't make any sense with lobby authentication nevertheless, because there won't be any duplicate names, it just gets disabled if lobby authentication is enabled.

Test Plan

Agree with the reasoning. Agree with the code.

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Event Timeline

Imarok created this revision.Jan 14 2019, 8:50 PM
Vulcan added a subscriber: Vulcan.Jan 14 2019, 8:52 PM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/differential/970/

I guess so.

Perhaps add a comment that this actually doesn't work with lobby authentication (otherwise the reader might assume it's either policy or just skipping redundant work).

Maybe eh:

// If lobby authentication is enabled, the clients playername has already been registered

This revision was not accepted when it landed; it landed in state Needs Review.Jan 28 2019, 1:09 PM
This revision was automatically updated to reflect the committed changes.