https://gitlab.synchro.net/main/sbbs/-/commit/5fd15b6f13ad1f3dccd16cce
Modified Files:
xtrn/syncdoom/lobby.js syncdoom.ini syncdoom_lib.js
Log Message:
syncdoom lobby: page nodes to join, fix join-race & stale games, cap at 4 players
When creating a multi-player game, offer to page other active nodes whose users can run the door (User.compare_ars against the door's execution_ars), delivered via the sysop-configurable NodeMsgFmt so it matches normal inter-node messages. The page prompt now runs before the server is spawned, so it no longer sits in the spawn->connect window where a browse-joiner could connect first and steal the
host/controller slot. Hide games with zero connected players from the Join list,
so a match everyone has left doesn't linger until the server's idle-timeout. Cap
players at Doom's MAXPLAYERS (4) rather than NET_MAXPLAYERS (8) -- the game has only four player slots/colors/starts.
Co-Authored-By: Claude Opus 4.8 <
[email protected]>
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