Network upgrade and new reconnection mode:
* users can disconnect or close app without game progress loose now;
* disconnect dialog will show active tables stats and additional options;
* all active tables will be restored on reconnect (tables, tourneys, games, drafts, sideboarding, constructing);
* user must use same server and username on next connection;
* there are few minutes for reconnect until server kick off a disconnected player from all player's tables (concede/loose);
* now you can safety reconnect after IP change (after proxy/vpn/wifi/router restart);
Other improvements and fixes:
* gui: main menu - improved switch panel button, added stats about current tables/panels;
* gui: improved data sync and updates (fixes many use cases with empty battlefield, not started games/drafts/tourneys, not updatable drafts, etc);
* gui: improved stability on game updates (fixes some random errors related to wrong threads);
* server: fixed miss messages about player's disconnection problems for other players in the chat;
* refactor: simplified and improved connection and network related code, deleted outdated code, added docs;
* tests: improved load test to support lands only set for more stable performance/network testing (set TEST_AI_RANDOM_DECK_SETS = PELP and run test_TwoAIPlayGame_Multiple);
* new feature: Emblem Cards
Allows match/tournament creator to specify cards to give each player
emblem versions of (or just the starting player for symmetric effects).
Technical details:
- new UI for specifying emblem cards (.dck files)
- available for all match/tournament types
- new class `EmblemOfCard`
- new method `copyWithZone` on `AbilityImpl` (used to make abilities
work from command zone)
- new fields on `GameOptions` and `MatchOptions` for emblem cards
- emblems are granted after mulligans, before first turn (technically
after Planechase starting plane creation)
* fixes
* defaults for emblem cards in match options (fixes quick game buttons)
* minor fixes
* use DeckCardInfo instead of Card for emblem cards options
* restore accessible parent properties
* fix images for card emblems
* look up cards in a way that preserves which art
* fix typos; make Emblem.sourceObject protected
* add descriptions to planechase and emblem cards
* fixes
* add some unit tests for known working cards
* fix author name
* add explanation comment
* fix up tests
* copyWithZone: no longer modifies zone for singleton abilities
* directly check for MageSingleton
* UI Changes
* Add new buffer time options
* Main functionality
* Final implementation
Also added player UI for when they are using their buffer time (timer turns green)
* Added support to test Monte Carlo AI (CardTestPlayerBaseWithMonteCarloAIHelps - any aiXXX commands);
* Added Quick Start button to test Monte Carlo AI games (MCTS);
Currently there's no multiplayer format that allows players to cast
spells from the command zone and also allows any deck size.
This is a problem for players who want to test EDH Cube decks. These
decks:
- can have any size - often between 40 and 100 - with no standard
- can have cards outside the commander's color identity
- may break the singleton rule
Create a game and deck type to accommodate these types of decks.
Notable differences from Freeform Commander in addition to the above:
- Decks can have any number of cards in the maindeck or sideboard
- Sideboard cards can be any type
- There are no illegal expansions
- Games can have a minimum 2 players
* improved /fix command to support disconnected/freezed players;
* added chat messages about connection problem with opponents (checks players status every minute);
* reduced timeout before remove disconnected player from waiting game dialog (from 4 to 2 minutes);
* reduced timeout between client's pings (from 60 secs to 20 secs);