Comments (3)
@Jammyjamjamman told me the code to do this had been added but was disabled. If it works at all, I suggest enabling it so the bugs can be worked on.
If it's enabled, we'll have to figure out how to test locally if possible, and then document the process.
from glest-source.
This enables some code that was put in place by the MG team
zetaglest/zetaglest-source@4e9ed10
I tested it. It allows for a player to rejoin after lagging out.
I tested it first by joining a running game
- start client
- host game
- have network slots available when the game starts
- start another client on the same computer
- join LAN game
I then tested rejoining after a lag
- while connected with the 2nd client, I cut my wifi off for a second
- was then dropped by the running host
- was able to rejoin the game
I don't know how stable the code is.. It hasn't been tested for any length of time yet, or under real-life conditions.
Oh, this is one problem.. one can only enable the "in-game" join when setting up a network game from the "custom game" menu, or from the "host game" button in the lobby.
from glest-source.
re-joining works, but not reliably and has some other side effects.
So closing this ticket, and will create individual tickets as needed
from glest-source.
Related Issues (20)
- reformat usage output HOT 2
- Allow players to view Freenode connection messages HOT 2
- Mac OSX build instructions need updating HOT 23
- remove references to libxml HOT 2
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- Document the AI code
- Weird rendering, black squares HOT 1
- Unit Model Degradation HOT 4
- New name? HOT 3
- Flatpak file? HOT 3
- Version differences and steam version HOT 1
- Unit Floating Attribute HOT 1
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- Please upload to GitHub Releases HOT 4
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