DeletedUser
Hi everyone,
here the next minorbug: (if this has been already reported <<< shame on me )
You play the game, leave you client open for several hours without any relog.
Let's say you've visit your neigbours A & B & C & D about 21 hours ago.
After ~1-2 hours you get the chance to revisit your neigbours, but you can't do anything because the timer is not over.
When you relog you get a sync from the server and you see the real time for the next visit (ex: 1 hour remaining)
Possible Solution :
Let the client ask for a sync with the server each 30 - 60 minutes
Not the best solution what you can get, but not sooo much overhead in communication.
Better will be a 10 minutes sync but this may have a bigger impact in performance on the server.
With the sync reask you could also solve another two problems:
1. You only get the "new" points/score of each player when you relog, with a timed sync you get the new numbers each 10/30/60 minutes.
2. The client get's the onlinestatus of the players in the neigbourhood and could show everyone who's playing now.
And another solution:
Find the reason why the clienttimer runs too fast
Greets
Funonline
here the next minorbug: (if this has been already reported <<< shame on me )
You play the game, leave you client open for several hours without any relog.
Let's say you've visit your neigbours A & B & C & D about 21 hours ago.
After ~1-2 hours you get the chance to revisit your neigbours, but you can't do anything because the timer is not over.
When you relog you get a sync from the server and you see the real time for the next visit (ex: 1 hour remaining)
Possible Solution :
Let the client ask for a sync with the server each 30 - 60 minutes
Not the best solution what you can get, but not sooo much overhead in communication.
Better will be a 10 minutes sync but this may have a bigger impact in performance on the server.
With the sync reask you could also solve another two problems:
1. You only get the "new" points/score of each player when you relog, with a timed sync you get the new numbers each 10/30/60 minutes.
2. The client get's the onlinestatus of the players in the neigbourhood and could show everyone who's playing now.
And another solution:
Find the reason why the clienttimer runs too fast
Greets
Funonline
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