Reconnecting can leave game speed stuck at 64x
維護者通常 2 天內回覆
還沒有人認領這個 Issue。
評估
研究方向
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.
由索引模型根據 Issue 內容生成。
描述
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.
- 主要語言
- Lua
- 星號
- 10
- 分支
- 8
- 平均合併
- 1 天 18 小時
- 30 天內合併 PR
- 20
環境準備
- 沒有 Dockerfile 或 Docker Compose 檔案
- 沒有 Pull Request 範本
- 閱讀貢獻指南
從這裡開始
- 先讀完整個 Issue,再讀專案的貢獻指南。
- 在 Issue 下留言說明你要接手 —— 這能避免兩個人做同樣的事。
- Fork 儲存庫,在一個分支上完成修改。
- 送出 Pull Request,並在描述裡引用這個 Issue 編號。
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