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Player detection problems if Fallback-Spawn is inside the Lobby-Area #131

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pjindras opened this issue Jun 5, 2024 · 7 comments
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bug Something isn't working question Further information is requested

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@pjindras
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pjindras commented Jun 5, 2024

Describe the bug
Player is not detected in lobby, I dont know why

To Reproduce
Steps to reproduce the behavior:

  1. Go to log
  2. See error

Expected behavior
Player shold be detected and game should start

https://mclo.gs/sCMlKdo

**Server Purpur 1.20.4 Java 21

Problem occures usually when player joins the game and than leaves it into lobby before the game starts.

@RedstoneFuture
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RedstoneFuture commented Jun 10, 2024

This can happen if the positions have not been set correctly (or if there are other runtime problems with the positions that have not been considered). The overview and description of the current positions can be found here. Are the "Main Fallback-Spawn" and "Lobby Area" outside the lobby area?

I will soon publish a new release, with which many bugs have generally been fixed in recent months. Then you can test it again.

@RedstoneFuture RedstoneFuture added the bug Something isn't working label Jun 10, 2024
@pjindras
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pjindras commented Jun 10, 2024

it should be all inside the lobby area, but the player leaves the game to main server lobby (means different server), maybe this could be an issue, I will try to put fallback area outside the lobby area, the current positions are:


name: "lobby0"
display_name: "&eRocket Wars"
auto_load: true
world: "world"
lobby_time: 60
join_ongoing_game: false
min_size: 2
max_size: 10
team1_name: "Červení"
team1_color: "&c"
team2_name: "Zelení"
team2_color: "&a"
spawn_point:
x: 0.03376447698343381
"y": 68.0
z: -38.42421991845721
yaw: 3.1472726
pitch: 19.64994
after_game_spawn:
x: 0.03376447698343381
"y": 68.0
z: -38.42421991845721
yaw: 3.1472726
pitch: 19.64994
area:
min_x: -65
min_y: 0
min_z: -61
max_x: 28
max_y: 256
max_z: 47
map_choose_procedure: "MAPVOTING"
possible_arenas:

  • "arena0"
  • "arena1"

and

fallback_spawn:
world: world
x: 0.03376447698343381
y: 68.0
z: -38.42421991845721
yaw: 3.1472726
pitch: 19.64994

@pjindras
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I tested it, but for me it was much better, when fallback_spawn was on the same lobby, now there are many situations, when the player is placed outside the game lobby

@RedstoneFuture
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RedstoneFuture commented Jun 10, 2024

The Lobby area is a protected area where only MissileWars players (and Admins) are allowed to be. If there are players who have not yet been registered by the MissileWars plugin, this will lead to problems. The Lobby area restriction management is therefore the guarantee for stable player management during the server runtime.

This is the current concept and it makes sense for technical reasons. It also works well for me in practice. For adjustments, I would need examples of situations in which the current structure causes problems. If the "Main Fallback-Spawn" is the server spawn it should be fine for the players, in my opinion.

@RedstoneFuture RedstoneFuture changed the title Player detetction error, game start stucked Player detection problems if Fallback-Spawn is inside the Lobby-Area Jun 10, 2024
@RedstoneFuture RedstoneFuture added the question Further information is requested label Jun 10, 2024
@RedstoneFuture
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RedstoneFuture commented Jun 10, 2024

Or which case is the reason that players come to the "Main Fallback-Sawn" so often?

  • a game-quit
  • a game-stop plugin deactivation
  • the player is not allowed to enter the game
  • after rejoining the server within the "Lobby Area" / "Arena Area"

Maybe we can create another location for some cases to differentiate between the teleport reasons.

@pjindras
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pjindras commented Jun 10, 2024

in my case, every game quit and than sometimes server join / rejoin while no game is active

but quit location is set correctly

@pjindras
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Or which case is the reason that players come to the "Main Fallback-Sawn" so often?

  • a game-quit
  • a game-stop plugin deactivation
  • the player is not allowed to enter the game
  • after rejoining the server within the "Lobby Area" / "Arena Area"

Maybe we can create another location for some cases to differentiate between the teleport reasons.

The most after rejoining the game, which was left in lobby stage (before the game started)

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