Everytime my friends and I try to play online, there will just be points where I can't click the Ok or Cancel button. For example I tried to counter a spell and the whole thing just wouldn't respond. I could still do other things like select/unselect turn phases and open the commander tab, but couldn't continue the turn. Another instance was when I was trying to play a creature and it wouldn't let me select the last mana or even try and cancel the cast.
#Game keeps Softlocking Online
25 messages · Page 1 of 1 (latest)
Do you have forge.log?
Where would that be located in the files?
The log is no longer showing it since I've done other things since then, but next time it happens I'll share the log.
Try to get the other players logs too if you can
The other persons side lost data connection, and the stream got corrupted. They need better internet.
I wonder if since the game can detect a corrupt stream, if it can’t attempt to reconnect and ask for the game state?
I don't know. I tried quitting the game but there's no option to rejoin the match. We just have to restart each time it happens.
That wasn’t a question to you, that was a suggestion to devs.
You have no options, your opponent’s internet is dropping, they can’t play a full game.
I don't think there's any concept of trying to reconnect for network play. If anyone is interested in developing network play, this would be a great QOL improvement
I know it’s not implemented… just wondering if thats a method that could be implemented as forge can detect the corruption, either ask for a replay of the stream from somesort of a keyframe state or roll back to a game state?
I believe network play sends the full game state all the time, so it would just be something like:
"You seem to have lost connections. Relisten for connections? Y/N"
"You seem to have gotten disconnected: Reconnect? Y/N"
When connections are reestablished resend the full game state.
Some level of automation would be nice there of course
Maybe just a toast notification “connection lost, attempting reconnect” after a timeout
But does data only get sent during actions?
Right. Yea, i think it only gets sent during completed actions
Then a listening side won’t know it’s lost… I wonder if theres a way to send a heartbeat after a period of time. I’m just shooting ideas…
No it was said i would bring balance to the force, its not my fault you assumed that to mean something else
Lol