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#121445: "Cancelling move causes custom deck ordering to get break"
wontfix: This bug won't be fixed
1
What is this report about?
What happened ? Please select from below
Display bug: some game information displayed was wrong (with no important consequence on the game)
Detailed description
• Please describe the display issue. If you have a screenshot of this bug (good practice), you can use Imgur.com to upload it and copy/paste the link here.
You can rearrange the birds in your hand to strategize about what specific birds you want to play cache etc. I usually use the bonus cards as a sort of marker for the same. But if anyone cancels a move, the bonus card goes back to the end and the card order gets disrupted.• What is your browser?
Mozilla v5
Report history
karanr • Bug has not been reproduced by delopers yet:
18. Apr 2024 22:53 • Using F5 to refresh also breaks the order. So that could be fixed too. It appears everytime someone cancels their turn if you have a custom order.
paramesis • This bug won't be fixed:
19. Apr 2024 0:05 • Addressing the F5 issue first:
After you rearrange cards in your hand, the interface waits 5 seconds before sending them to the server, unless you rearrange your cards further, in which case the timer resets to 5 seconds. This minimizes the number and frequency of transactions by inactive players, reducing the risk of race conditions. If a player closes the page or refreshes before that 5 seconds has passed, the new card order is not saved to the server.
Addressing the Undo:
I anticipated this could be a potential annoyance with the way I had set up this feature, but the probability that players are affected by it is very low, given that this is the first report I've gotten about it since the feature was deployed about 5 months ago (same with the delayed database transaction). When another player cancels their move, the entire game state is restored to a save point, and if that save point was created before your cards were rearranged, the order is reset as well. If the player does anything that creates a new save point, such as rolling dice, drawing a card, or ending their turn, the updated card order will be part of that new save point. There isn't really a way to fix this - that is, preserve the card order through another player's undo - that wouldn't dramatically increase the likelihood of serious errors or incompatibilities with BGA framework updates.
I plan on adding a feature in a future update to allow you to rearrange cards on your turn, which would be the best way of preventing this from being an annoyance, but until that is ready, hopefully it helps to understand what is happening under the hood.
After you rearrange cards in your hand, the interface waits 5 seconds before sending them to the server, unless you rearrange your cards further, in which case the timer resets to 5 seconds. This minimizes the number and frequency of transactions by inactive players, reducing the risk of race conditions. If a player closes the page or refreshes before that 5 seconds has passed, the new card order is not saved to the server.
Addressing the Undo:
I anticipated this could be a potential annoyance with the way I had set up this feature, but the probability that players are affected by it is very low, given that this is the first report I've gotten about it since the feature was deployed about 5 months ago (same with the delayed database transaction). When another player cancels their move, the entire game state is restored to a save point, and if that save point was created before your cards were rearranged, the order is reset as well. If the player does anything that creates a new save point, such as rolling dice, drawing a card, or ending their turn, the updated card order will be part of that new save point. There isn't really a way to fix this - that is, preserve the card order through another player's undo - that wouldn't dramatically increase the likelihood of serious errors or incompatibilities with BGA framework updates.
I plan on adding a feature in a future update to allow you to rearrange cards on your turn, which would be the best way of preventing this from being an annoyance, but until that is ready, hopefully it helps to understand what is happening under the hood.
Add something to this report
Please add here anything that seems relevant to reproduce this bug or understand your suggestion:
- Another table ID / move ID
- Did F5 solve the problem?
- Did the problem appears several time? Everytime? Randomly?
- If you have a screenshot of this bug (good practice), you can use Imgur.com to upload it and copy/paste the link here.