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Garbage falls in the wrong order #5
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An interesting thing to try, related to this, is to see whether rapidly swapping a chaining panel (without ever making the 2-chain) can delay combo garbage indefinitely in the original game. It probably does, and that fact probably isn't an important one to preserve in this game. |
sharpobject
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fixed a bug in server where we were trying at access player "a"'s rating where it should have been player "b"'s. It looks like this caused an error trying to access a player's rating (index a nil value) because we didn't check if a user_id or a if that user exists on the leaderboard before getting the rating for that user_id exists before we tried to use it. I think it's fixed now. These tests ran as expected, though I didn't try them before this fix was applied Bob asks for a match with Alice Alice asks for a match (accepts) Alice gets player_number 1 Bob gets player_number 2 Bob leaves Alice asks Bob for a match Bob Accepts Bob gets player_number 1 Alice gets player_number 2 Alice wins a ranked match and gets the points for it. Alice leaves Bob asks Alice for a match alice gets player_number 1 bob gets player_number 2 bob wins and gets the points Alice wins and gets the points.
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While the implementation of garbage delays/queueing/what have you is significantly different from the one in the real game, it mostly tries to do the right thing while avoiding 1-frame dependencies between the two fields. In the following case:
(when played on low speeds) the garbage from the 4-combo lands before the garbage from the 2-chain. It should wait for the chain to complete.
I'm not certain for now whether I want a small collection of hacks to make this garbage queueing solution look more like the real one, or to actually implement the real one. The latter would be more faithful, but it would probably also involve more unseemly rollbacks even for fairly low latency play.
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