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Hide un-joinable lobbies from the player list #118

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whyis2plus2
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@whyis2plus2 whyis2plus2 commented Oct 20, 2024

this comes from this suggestion i made on the discord

Hide lobbies from the lobby list if:

  1. The player was banned from it (client-side)
  2. The lobby isn't a jaket lobby
  3. The lobby is in the main menu (Rare, but can happen, shows up as "enu", and it's caused by the host crashing in a weird way)

(note: the ability to make lobbies in the main menu and a button that fakes a multikill lobby aren't in the final repo, these are just some things i did to showcase the features)

Video demos

  1. Hiding lobbies that are in the main menu: https://youtu.be/5KEK-OuJTi4
  2. Hiding lobbies that aren't made in jaket: https://youtu.be/IEO1GhxpKbU

P.S. The cutoff level names in the lobbies comes from the fact that I changed where LobbyController.MapMap is called

@kekson1a
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your pr ULTRAKILL_nGL9Aj04Ae
vs current version of jaket ULTRAKILL_WOkSR5vgWA
haven't checked why but it seems to be very broken

@whyis2plus2
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whyis2plus2 commented Oct 20, 2024

thats all due to the fact that i changes the LobbyController.MapMap call to be in the ui and not in the lobby code, so its not broken for lobbies created on this version. The bugs come from the fact that it ends up getting called twice for lobbies not created on my commits (once by the lobby internally, this is the current code. and then again by the new code) If these lobbies were made on the new code, the bugs wouldnt occur for those lobbies

@kekson1a
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ah

@kekson1a
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i really am dumb

@whyis2plus2
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whyis2plus2 commented Oct 20, 2024

a fix would be keeping the LobbyController.MapMap calls the same and storing the scene in a separate part of the lobby's data, so that it could be checked that the scene isnt the main menu, but this fix wouldnt be needed if all lobbies used the new code

@kekson1a
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thats all due to the fact that i changes the LobbyController.MapMap call to be in the ui and not in the lobby code

kind of an unnecessary change tbh

@xzxADIxzx
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Yeah, I don't like this change too, there could be a better solution, for example, add a new line of code to the LobbyCont.Map method instead of changing a few hundreds of other lines, but okay, let it be

@whyis2plus2
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whyis2plus2 commented Oct 20, 2024

the reason i did that is because my small brain thought it'd be better to store scene-related data once, instead of storing the level and the scene separately (because the stored level name is just the scene name but formatted nicely)

@whyis2plus2
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i agree the solution i ended up on sucks, but its functional, and that describes 90% of all code i've ever written

@xzxADIxzx
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The thing is that the lobby data was never designed by me to be functional, all functional data is transmitted via socket connections

@xzxADIxzx
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Anyway, I'll clear the code after merging it, so no worries

@whyis2plus2 whyis2plus2 deleted the patch-1 branch November 30, 2024 16:02
@xzxADIxzx
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What, why?

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whyis2plus2 commented Nov 30, 2024

Oops! I was trying to clean up YAJF's repo because i'm doing a lot of refactoring, and I deleted the branch by accident.

@whyis2plus2 whyis2plus2 restored the patch-1 branch November 30, 2024 20:10
add second sprite of vichan
@whyis2plus2 whyis2plus2 reopened this Nov 30, 2024
@xzxADIxzx
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Ah, I see. Happens with the best

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3 participants