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.
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Agree with the reasoning. Agree with the code.
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Buildable 6796 Build 11178: Vulcan Build Jenkins Build 11177: arc lint + arc unit
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Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/differential/970/
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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