lalcmellkmal / cam Goto Github PK
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Home Page: http://doushio.com/cards/
Cards Against Megukas
Home Page: http://doushio.com/cards/
Based on http://cardsagainsthumanity.com/. Deps: * node.js * redis Install dependencies with `npm install`. Edit config.js as needed. Development: `node builder.js` Production: `node server.js`
Greetings Lal'C
Currently there are a few teams racing to create the first CAM playing bot. For this reason I've been researching what http requests are being exchanged.
While joining a game, the join requests sends a parameter GameID which in normally 1. Changing it, as i expected, led me to a different game room. The problem is that it seems that the join command is the only piece of code that somewhat supports the idea of rooms, so the reaction of everything else isn't quite predictable which led to the great crash.
To be more precise the problem arises from 3 things.
P.S.
The last card update went wrong somehow, the cards are on the git, but not in game. The site was down on the day of update so maybe it's that. Or y-you m-might have forgotten to run the u-update script.
P.S.S.
s-sorry for messing up the game
How to reproduce:
-take a name and join game (in no particular order)
-leave
-come back
-the name you took is unavailable forever
After leaving and re-entering a round, the player will be put at the bottom of the judge list. This allows for 2+ players to forever be the only judges, by cycling themselves. Player A is in the second to last position and player B in the last position. Player A waits for his turn to judge, and after choosing a card leaves and re-enters the round. Player B is now judge and in the second to last position. These two players can repeat indefinitely, allowing no others to judge.
The simple fix would be to have players join at the top of the list.
I'm (sadly) behind a router with a NAT, and only one person from my household can play at a time, because the game appears to store sessions based on IP address. This seems like a pretty big issue for bigger NATs, such as a dorm. Furthermore, there is not really an error message for this case - sometimes the join button turns into "already connected" (which is reasonable, I guess), but more often the join button just disappears when clicked!
If there are too many players AFK at a time, it can basically turn into a two-player game. If you add this feature, at least there would still be some uncertainty in that instance.
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