Yes. I should also say that I have no idea what the sync characteristics
of the Jabber server will be, having not tried it yet.
Jabber will still have the problems I have outlines of players manually desyncing themselves.
Perhaps closing the current game should eject you from a named room back to
the Main Room? This would force you to rejoin the room, which will cause
you to sync with it.
Hmm. I think we would not want it to be like this for single-occupant rooms?
Would not affect the owner of the room - they can close without getting booted.
Hmm. This sounds counterintuitive to me. The room metaphor seems wrong.
I'm trying to imagine getting together with people from my old boardgaming
club, but having to decide what we'll play before we enter the room with
the table...
I'm not at all confident about how these situations should behave.
Me neither. I have been trying to wrap my head around this for a couple of days, it is a reasonable difficult design problem. These are my ideas so far.
The metaphor in Vassal is that each player has his own copy of the game and sets it up on his own table. If one player moves a counter on his copy of the game, he then shouts to all the other players to move the same counter on their copy.
A new player enters the room, goes to his own table. The 'owner' of the room now says 'set up your copy of the game to match mine' (Auto-synchronization).
The new player now packs his game up but does not leave the room. (He closes his game). Then he pulls it out and starts setting up a new scenario that is different to all other players. (He starts a new game). He is now out of synch, what should we do?
Perhaps, being in a room should change the File menu items? If you are not the 'owner' of the room, then you would no longer have 'New Game', or 'Load Game' and all scenarios would be disabled. Your only option would be 'Join Game'. The whole concept of the Rooms is that all players are synchonized and playing the same scenario. It doesn't make sense to give players the ability to change to a different scenario while remaining in the room. Hence my idea that closing a game forces you back to the Main Room, unless you are the owner.
In the case of of 2 players entering a room with no game started, then only the Room owner would have New and Load Game as normal. When the owner starts a New Game, we force synch all other users in the room.
There is a problem if the room owner closes the game. What happens?
At the moment, we cannot force another player to close a game, or even to resync. Either action causes any current game session of the other player to close, which asks them if they want to save their game. If they click Cancel, then the close action is aborted without closing the game. We would need to change the close behaviour so that a force close issued by a room owner cannot be cancelled.
B.
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