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Netgames need tested #17

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opened 2026年03月10日 02:53:15 +01:00 by TehRealSalt · 4 comments
TehRealSalt commented 2026年03月10日 02:53:15 +01:00 (Migrated from github.com)
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Currently this supports vanilla RR netgames... in theory. This should actually be stress-tested to make sure I'm not releasing a desync machine onto the master server

Currently this supports vanilla RR netgames... *in theory*. This should actually be stress-tested to make sure I'm not releasing a desync machine onto the master server
TehRealSalt commented 2026年03月11日 15:14:15 +01:00 (Migrated from github.com)
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One potential issue that could arise is the usage of the archipelago.pk3 auto loaded file. This is currently in mainfiles so netgames should label it as don't send, but I haven't confirmed if this has any negative consequences

If this does present issues that aren't able to be turned into exceptions, then we could start loading files directly from disk instead of into the lump system to avoid it as a problem entirely

One potential issue that could arise is the usage of the `archipelago.pk3` auto loaded file. This is currently in mainfiles so netgames should label it as don't send, but I haven't confirmed if this has any negative consequences If this does present issues that aren't able to be turned into exceptions, then we could start loading files directly from disk instead of into the lump system to avoid it as a problem entirely
JustNeoXYZ commented 2026年03月16日 00:46:32 +01:00 (Migrated from github.com)
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Did some netgame testing with a vanilla build and the AP build:

https://github.com/user-attachments/assets/ea9bffeb-226d-4493-9ea1-bea328856112
With the AP build hosting and Vanilla connecting, Vanilla starts off as their chosen character on their screen, but on any input, gets changed to Eggrobo by a resync.
[画像:Image]
The AP player gets the message WARNING: PLAYER 1 (playername) skin 4 not found, and always sees the Vanilla player as Eggrobo.
[画像:Image]
Eggrobo isn't in the starting roster for the AP seed, if that matters.

I did another test with a Vanilla host and AP client, and nothing seemed to go wrong there.

(all of this was done with advertise off, and i didn't join any public servers)

Did some netgame testing with a vanilla build and the AP build: https://github.com/user-attachments/assets/ea9bffeb-226d-4493-9ea1-bea328856112 With the AP build hosting and Vanilla connecting, Vanilla starts off as their chosen character on their screen, but on any input, gets changed to Eggrobo by a resync. <img width="714" height="53" alt="Image" src="https://github.com/user-attachments/assets/9b987f8b-a51c-4b10-8f8d-5493891dfcc0" /> The AP player gets the message `WARNING: PLAYER 1 (playername) skin 4 not found`, and always sees the Vanilla player as Eggrobo. <img width="792" height="939" alt="Image" src="https://github.com/user-attachments/assets/5831a118-d9b4-4843-93e7-8bffc9f80320" /> Eggrobo isn't in the starting roster for the AP seed, if that matters. I did another test with a Vanilla host and AP client, and nothing seemed to go wrong there. (all of this was done with `advertise off`, and i didn't join any public servers)
TehRealSalt commented 2026年03月16日 03:09:41 +01:00 (Migrated from github.com)
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Very interesting that it works one way, but not the other. I don't have any immediate suspect in mind, I'll have to investigate further

fwiw I do think Vanilla to AP is the case I care the least about, but I don't want to disable it completely if it's possible. But if it ends up being too complicated I'll probably just make sure AP servers can only be joined by other AP players

Very interesting that it works one way, but not the other. I don't have any immediate suspect in mind, I'll have to investigate further fwiw I do think Vanilla to AP is the case I care the least about, but I don't want to disable it completely if it's possible. But if it ends up being too complicated I'll probably just make sure AP servers can only be joined by other AP players
TehRealSalt commented 2026年03月22日 19:52:21 +01:00 (Migrated from github.com)
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About to go to work but I think I realized the issue. Vanilla clients are not going to send the base 9 in the availabilities buffer, so they're not considered unlocked.

I think I'll just hack in the last bit of the availabilities buffer as a "did we come from an AP client", so that if that is set we can use the current logic, otherwise assume unlocked

About to go to work but I think I realized the issue. Vanilla clients are not going to send the base 9 in the availabilities buffer, so they're not considered unlocked. I think I'll just hack in the last bit of the availabilities buffer as a "did we come from an AP client", so that if that is set we can use the current logic, otherwise assume unlocked
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