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Multi match support #6

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Electroid opened this issue Oct 25, 2019 · 3 comments
Open

Multi match support #6

Electroid opened this issue Oct 25, 2019 · 3 comments
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feature New feature or request

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@Electroid
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This feature will likely need to be rolled out in several phases, here is the first.

Server owners can run /loadnewmatch [map] to create a new Match on the same server. To access that match, players can run /tpmatch [number] to teleport there and start playing.

The biggest issue will be ensuring MatchModules and PGM itself do not assume there is only 1 Match and 1 World. Code will need to be scanned for unsafe calls to Bukkit#getWorld or MatchManager#getCurrentMatch.

As an example, when a player types /g in one match, players in another match should not be able to see that message. Admin chat can probably stay cross-match.

Moreover, there are some open ended questions, like how will the player tab list work? My guess is just keep it per match, even the observers section.

@Electroid Electroid added the feature New feature or request label Oct 25, 2019
@Pablete1234
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Keeping every match as if it was a completely different server is probably the best way to do this.
A place where pgm assumed single-instance, was map author flair, but that seems not to be present in this version (only in tab-list, where it's not relevant)

@Electroid
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Looking at the code, PGM is actually well equipped to do this. Another server introduces a lot of overhead.

@Pablete1234
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What i ment when i said "as if it was a different server" i ment, from the user-prespective of tab list, players, and whatever other feature that could be handled by multiple matches.

Regarding the code, yeah i had looked at it a while ago and pgm was not really making many assumptions of a single-match running, and where it did assume, it had a comment regarding it, so it really feels like it was a concern kept in mind.

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