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Check for pdmod in game #7

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polarathene opened this issue Apr 7, 2016 · 2 comments
Open

Check for pdmod in game #7

polarathene opened this issue Apr 7, 2016 · 2 comments
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@polarathene
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Add a new network call to the pdmod xml and connection network handler class to have the host perform a check for the pdmod, if the client has the pdmod they'll be able to respond.

@polarathene
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This is kind of being handled in the join response telling client how many players for the lobby they are joining. Perhaps on join/enter of lobby a call to host should be done providing pdmod and BLT mod versions, host verifies else boots on timeout? Alternatively as a toggle option have this information be announced in BigLobby chats. Clients know if they're in BigLobby.

@polarathene
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This will be implemented as a network function biglobby__pdmod_version_n where n is the version integer, the lua will append the lua mod version via it's function. This can be done during the lobby join attempt and provide an error message if the users has incompatible pdmod version. This should solve the issue of users updating lua but not their pdmod avoiding the confusion/troubleshooting in lobbies and the problems they can cause.

@polarathene polarathene added this to the BigLobby 2.0 milestone Oct 23, 2016
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