Comments (6)
I suspect that this happens only when one computer simulates 2 players. I will test now with 4 separate PCs.
Maybe RabbitMQ uses ip addresses to send messages or so...
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That's very odd to say the least. Could you try to provide a complete scenario on how to reproduce this? Perhaps a Gist which sets up the whole scenario and demonstrates the failing behavior?
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Hmm, didn't happen for a while, ignore it for now, I'll notify you when I have it again with more detail, otherwise, delete it in a few days.
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Hmm, I really stay getting this one quite often. But it seems to be always after something else has gone wrong. But different things going wrong already made it occur.
From NullPointerException's to Concurrency errors to ClassCastException's...
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Die pull request werkt voor mij. Van mij mag hem gepulled worden :)
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Fixed in #31.
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Related Issues (20)
- Report player position updates to handler.
- Rejecting a duplicate player should not result in playerLeft being triggered HOT 1
- separate handler for world simulation HOT 6
- Rethink rolling/readying/starting
- specifications? HOT 2
- Handler also handles changes to ready states for players. HOT 1
- Players need to configure and publish their width and height.
- Propose a merge for the own maze and the partner's maze.
- Propose a meeting point. HOT 3
- Report when team has won.
- Share position with team partner.
- How to send position to spectators? HOT 3
- Players are kicked out (timeout) when being idle or waiting for teammate. HOT 1
- Internal error when joining a team HOT 1
- gameStarted() method is called 4 times HOT 3
- identify robots as simulated or representations of physical robots HOT 1
- Position updates need to be in tile coordinates.
- Clarify unit of angles in position updates.
- Position non-team mate players
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