Reconnecting can leave game speed stuck at 64x

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Bewertung

Schwierigkeit
3/5
Geschätzter Aufwand
1-2 Tage
Anfängerfreundlichkeit
57/100
Issue-Typ
Bug
Klarheit
Größtenteils klar
Aktivitätsstatus
Aktiv
Tech-Stack
lua
Bereich
backend

Rechercherichtung

Start by tracing the reconnect catch-up flow and how it changes and restores the saved Game Speed setting; the issue does not name files or tests. Reproduce a reconnect and check the speed after catch-up ends and after starting a later game. Done means reconnecting restores the player's chosen speed without changing the saved setting.

Vom Indexierungsmodell aus dem Issue-Text verfasst.

Beschreibung

Difficulty: Medium

What

After reconnecting to a match, the game sometimes stays stuck at a very fast game speed (64x) instead of going back to the player's own Game Speed setting.

  • When a player reconnects, the game replays the match at high speed to catch them up. That part is expected.
  • Sometimes, once the catch-up ends, the speed is never put back. The rest of the match plays with every animation far too fast.
  • Changing the setting by hand is the only fix. Because Game Speed is a saved setting, the wrong value can carry over to later games.

Why

  • Players can't follow what's happening at 64x: scoring, joker triggers and the opponent's actions fly past.
  • It hits players who just had connection trouble, mid-match, which is already a bad moment.
  • It's easy to miss that the setting changed, so players may think something else is broken.

Impact

  • Reconnecting puts the player back exactly as they were, at their own speed.
  • No hidden setting change that follows them into later games.

If we don't

Some reconnects leave players in an unplayable, sped-up match. They have to work out the fix themselves, or the match is effectively lost.

Vorherrschende Sprache
Lua
Sterne
10
Forks
8
Ø Merge
1 T. 18 Std.
Gemergte PRs (30 T.)
20

Entwicklungsumgebung

Erste Schritte

  1. Lesen Sie das ganze Issue und danach den Beitragsleitfaden des Projekts.
  2. Schreiben Sie ins Issue, dass Sie es übernehmen — das erspart doppelte Arbeit.
  3. Forken Sie das Repository und arbeiten Sie in einem Branch.
  4. Öffnen Sie einen Pull Request, der die Issue-Nummer nennt.

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