Feature/#607 match confirmation#608
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| new_search = Search( | ||
| players=search.players, | ||
| # TODO: What start time do we want to use? | ||
| start_time=search.start_time, | ||
| rating_type=search.rating_type, | ||
| on_matched=search.on_matched | ||
| ) |
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Can we just reuse the same object? That way we preserve the failed matching attempts / threshold expansion which would give the auto requeue a real technical benefit over just having people rejoin the queue.
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* Remove modvault * Remove create_account * Remove id and login from welcome message * Remove mod from game_matchmaking command * Remove QDataStreamProtocol * Remove 'faction' parameter from game_matchmaking command * Stop sending game_launch when match is cancelled * Remove InitMode * Remove search boundaries from matchmaker_info
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This really is ready? I missed that |
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Yes. Certainly ready enough to build a client implementation against. |
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Adds the ability for players to accept matchmaker games before the server tries to launch them. Clients will need to respond with a
match_readycommand which has already been supported by the server with a dummy implementation for years. If some players don't accept the match within the timeout, the match will be cancelled, the players who failed to accept the match will receive a matchmaker violation and their parties will be removed from all queues. Any parties where all players accepted the match will be automatically re-entered into the queues they had been searching for before the match was found.New server messages:
match_info: sent to create or update the match offer UI. This might also include additional information about the match in the future.Example:
{ "command": "match_info", "expires_at": "2020-01-31T14:30:36+00:00", "expires_in": 20.0, "players_total": 6, "players_ready": 2, "ready": false }match_notice: sent to players who are searching together to notify them which other player(s) in their party did not accept the match.Example:
{ "command": "match_notice", "unready_players": [1697983, 149808, 1390] }Required client messages:
match_ready: response tomatch_infowith attributeready=Falseto mark ones self as ready. All players in the match must respond with amatch_readymessage before the game launch sequence will begin.Example:
{ "command": "match_ready" }Requires client changes as described in FAForever/downlords-faf-client#1783.
Closes #607