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A lobby is a "room" for players that will play together (free-for-all).
Each lobby consists of:
Unique identifier (UUIDv4). May be used to join lobbies (both public and private).
Lobby name.
Player limit - max amount of simultaneous players.
Joined player list - username, role.
Creator/owner username.
Whether the lobby is started (match is ongoing).
Whether the lobby is public or private.
Game Settings (explained later).
Lobbies are stored in memory without any sort of persistence.
Each lobby (probably) should be in a separate task/thread.
Any player (client) may create a lobby, but simultaneous lobby count is limited to 1 per user.
If a player leaves an empty lobby (i.e. there only was him and nobody else), the lobby gets removed.
Otherwise if at least 1 player stays in the lobby after the leave, he becomes an owner of this particular lobby. New owner is chosen randomly.
The owner, and owner only, may start a new match at any time.
Each match may have different game settings. See the structure below:
A lobby is a "room" for players that will play together (free-for-all).
Each lobby consists of:
Lobbies are stored in memory without any sort of persistence.
Each lobby (probably) should be in a separate task/thread.
Any player (client) may create a lobby, but simultaneous lobby count is limited to 1 per user.
If a player leaves an empty lobby (i.e. there only was him and nobody else), the lobby gets removed.
Otherwise if at least 1 player stays in the lobby after the leave, he becomes an owner of this particular lobby. New owner is chosen randomly.
The owner, and owner only, may start a new match at any time.
Each match may have different game settings. See the structure below:
Quader/src/engine/src/game_settings.rs
Line 93 in c552734
Owner is able to change settings at any time if the lobby is not started.
Only authorized users may join and create lobbies.
Subtasks:
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