forked from External/mage
Improved network stability and other related fixes:
* server: fixed that a critical errors ignored in user commands threads (now it will be added to the logs); * network: fixed frozen user responses in some use cases; * network: fixed accidental and incorrect user responses (only latest response will be used now); * network: improved freeze logs, added problem method name and code's line number; * cheats: removed outdated deck and card load logic (only init.txt commands supports now); * cheats: fixed wrong priority after add card dialog (closes #11437); * cheats: improved stability and random errors on cheat executes (related to #11437); * docs: added details on network and thread logic, human feedback life cycle, etc (see HumanPlayer, ThreadExecutorImpl);
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33 changed files with 476 additions and 273 deletions
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@ -794,7 +794,7 @@ public abstract class GameImpl implements Game {
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if (!concedingPlayers.contains(playerId)) {
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logger.debug("Game over for player Id: " + playerId + " gameId " + getId());
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concedingPlayers.add(playerId);
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player.signalPlayerConcede();
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player.signalPlayerConcede(); // will be executed on next priority
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}
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} else {
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// no asynchronous action so check directly
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@ -3799,8 +3799,9 @@ public abstract class GameImpl implements Game {
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for (Player playerObject : getPlayers().values()) {
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if (playerObject.isHuman() && playerObject.canRespond()) {
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playerObject.resetStoredBookmark(this);
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playerObject.abort();
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playerObject.resetPlayerPassedActions();
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playerObject.abort();
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}
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}
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fireUpdatePlayersEvent();
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