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Describe the bug
Changing various RoundSettings during OnTick (e. TeamATickets) results in desync of TimeLeft on the gameserver & on the API.
What exactly happens;
Gameserver sends RoundSettings packet to API, receives it like so; { timeleft = 23, tickets = 80 }
Changing the Tickets & Sending back the packet through the API like so; { timeleft = 23, tickets = 79 }
However, by the time the GameServer receives the updated RoundSettings packet, the TimeLeft on the GameServer is already different than on the API, Resulting in bugged out behaviour (time goes down very slowly, or not at all)
To Reproduce
Steps to reproduce the behavior:
Perform the steps explained above.
Expected behavior
Time left not bugging out when unchanged.
Solution
Implement different packets for TimeLeft & RoundSettings
The text was updated successfully, but these errors were encountered:
Describe the bug
Changing various RoundSettings during OnTick (e. TeamATickets) results in desync of TimeLeft on the gameserver & on the API.
What exactly happens;
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Time left not bugging out when unchanged.
Solution
Implement different packets for TimeLeft & RoundSettings
The text was updated successfully, but these errors were encountered: