Quantcast
Channel: Recent Discussions — Photon Engine
Viewing all articles
Browse latest Browse all 15755

Keeping an Async game going reliably

$
0
0
Hi!

It looks like I've got an issue regarding asynchronous support for Photon. Without custom server-side code it seems that keeping an asynchronous game going reliably after player disconnects is not very likely. I'm ready to accept that for this project, but figure I'd ask in case I'm missing something:

In a turn-based game scenario if the current player disconnects mid-turn (permanently, either explicitly or via timeout) and was the only active player in the server, I don't see a reliable way to take a few values from their CustomProperties and move it to another player who is still in the game but may be inactive and update the RoomProperties to reflect the change so others see the change reliably in their clients without joining the server. This leaves the game in a state where the current avatar is orphaned (no controlling player) and none of the inactives could be notified, since all CustomProperty manipulation originates from clients.

One potential approach I've considered is flagging games on the Leave Game Hook where the player is removed permanently, and trying to notify the lowest ActorNumber to hopefully bring in the masterclient into a server and attempt to reconcile the state, but that seems potentially clunky?



Viewing all articles
Browse latest Browse all 15755

Trending Articles