This one is starting to drive me mad.
You have a smash and then see the entire field is almost on you so you select jump to pits......
"Cant go to pits a player is connecting."
There are a few instances where this is seen. There is no need for this at all. While the player connects the race continues so each client in the race can see a jump to pits request why not let it through.
I cant see why a jump to pits or spectate matters while a player connects.
I would have assumed the connecting player gets the game state as its first packet once their client is ready. The fact that players have left should be simple to deal with if not skip a frame or physics cycle or whatever period has to pass before the next jump to pits request could be processed normally. Process the pits/spec request and then everyone is back in sync without the need for the holdup.
You have a smash and then see the entire field is almost on you so you select jump to pits......
"Cant go to pits a player is connecting."
There are a few instances where this is seen. There is no need for this at all. While the player connects the race continues so each client in the race can see a jump to pits request why not let it through.
I cant see why a jump to pits or spectate matters while a player connects.
I would have assumed the connecting player gets the game state as its first packet once their client is ready. The fact that players have left should be simple to deal with if not skip a frame or physics cycle or whatever period has to pass before the next jump to pits request could be processed normally. Process the pits/spec request and then everyone is back in sync without the need for the holdup.