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Bug/game not running actions #99
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I see the need for such a fix, but since the sending of orders (or rather dispatches) when the game is not running should never occur anyway, I wonder if we should not:
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I also wondered about that and thought that since the game state is updated via a broadcast message, I consider it asynchronous. So even with a check on the client side, a player might be able to send an action. And if that happens, that would be nice to receive a nice message saying it's too late. |
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Good points. As a player, I don't know what would be worse: having my action silently ignored (because it was sent too late, though I didn't know it at the time), or having the game telling me that it is too slow to handle my action. Either way, I'd be disappointed. However, this looks like an edge case to me: the game should respond pretty quickly when the game is over, so the probability for a given action to be sent in the time interval between the sending of the game-terminating action by the opponent and the reception of the game termination signal should be pretty low. I suggested that we:
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I've pushed a check on the client-side. For the backend side, shall we make the check on the controller side instead of relying on the model to check the validity of the action? I think it's nice to have the dispatcher that return the payload. What do you think? How do you see this change? |
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