Reconnecting can leave game speed stuck at 64x

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還沒有人認領這個 Issue。

評估

難度
3/5
預估耗時
1-2 天
新手友好度
57/100
Issue 類型
缺陷
描述清晰度
基本清楚
活躍度
活躍
技術堆疊
lua
領域
backend

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

  1. 先讀完整個 Issue,再讀專案的貢獻指南。
  2. 在 Issue 下留言說明你要接手 —— 這能避免兩個人做同樣的事。
  3. Fork 儲存庫,在一個分支上完成修改。
  4. 送出 Pull Request,並在描述裡引用這個 Issue 編號。

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