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space-concordia-wars's Issues

Iridescence sometimes starts upon joining a room

@Darkneon: Sometimes when I join a pre-existing room the Iridescence game immediately begins playing for the person who joined the room, sometimes not.

Just wanted to let you know about this in case you were unaware of it. I know you're in the middle of developing the feature and it's incomplete, so if you already know about the problem then feel free to just close the issue.

Server Crash When Playing Iridescence with 2 Players

@Matthological

TypeError: Cannot call method 'removePlayer' of undefined
    at Socket.io.sockets.on.socket.on.playerList.(anonymous function).data (c:\Users\umroot\Downloads\space-concordia-wars\server\index.js:217:31)
    at Socket.emit (events.js:95:17)
    at Socket.emit (c:\Users\umroot\Downloads\space-concordia-wars\server\node_modules\socket.io\lib\socket.js:129:10)
    at Socket.onclose (c:\Users\umroot\Downloads\space-concordia-wars\server\node_modules\socket.io\lib\socket.js:399:8)
    at Client.onclose (c:\Users\umroot\Downloads\space-concordia-wars\server\node_modules\socket.io\lib\client.js:208:12)
    at Socket.emit (events.js:117:20)
    at Socket.onClose (c:\Users\umroot\Downloads\space-concordia-wars\server\node_modules\socket.io\node_modules\engine.io\lib\socket.js:243:10)
    at WebSocket.g (events.js:180:16)
    at WebSocket.emit (events.js:92:17)
    at WebSocket.Transport.onClose (c:\Users\umroot\Downloads\space-concordia-wars\server\node_modules\socket.io\node_modules\engine.io\lib\transport.js:113:8)

Change nickname validation order when joining a room

Currently when someone joins a room the following occurs:

  1. The user inputs a nick.
  2. They then select a room.
  3. If the nick is invalid / taken, the user is informed of such, otherwise they are registered into the room.

I am thinking it would be better to swap the order of steps 2 and 3, but that would probably involve making validation its own socket message (e.g. socket.on("validateNick")) as opposed to it being part of joinRoom / newRoom

@Darkneon: What do you think about this?

Switch join / leave room to a socket-based implementation

@Darkneon I know you mentioned looking into REST today but I was actually thinking it would be better (if not necessary) to instead use sockets. The main reason for this is because with sockets we can use room-level broadcasts about team changes. Upon joining / leaving a game room the socket would have to join / leave the socket.io room.

Your thoughts?

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