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Multi match support

Open Electroid opened this issue 6 years ago • 3 comments

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 avatar Oct 25 '19 23:10 Electroid

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)

Pablete1234 avatar Nov 01 '19 01:11 Pablete1234

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

Electroid avatar Nov 01 '19 03:11 Electroid

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.

Pablete1234 avatar Nov 02 '19 04:11 Pablete1234