https://gitlab.synchro.net/main/sbbs/-/commit/ad356b0ea4f9750c4f88a6ed
Modified Files:
src/doors/syncdoom/MULTIPLAYER.md mp_server.c render_text.c render_text.h syncdoom.c xtrn/syncdoom/syncdoom.example.ini
Log Message:
syncdoom: don't let a multiplayer match start with one player; drop in-progress games from Browse
First real-player test: creators sat alone in the waiting room, pressed Start not realizing they should wait, and landed in a one-player "co-op". Mid-game join
isn't possible (vanilla lockstep fixes player slots at GAMESTART, no state transfer), so make starting alone hard instead:
- Waiting room refuses a manual Start while the controller is alone in a
multi-player match (num_players < 2 && max_players > 1) -- beep, ignore -- and
shows "Waiting for another player to join... auto-starts when full... (to play
by yourself pick Play single-player)". Auto-start-when-full is unchanged; an
explicit 1-player match (test/solo) still starts immediately.
- Dedicated server drops its registry .ini the moment the match goes in-progress
(and stops heartbeating it), so Browse only ever lists joinable games. Safe:
max_games isn't registry-counted and ports use a live bind-test.
- MULTIPLAYER.md documents the no-mid-game-join rationale + these mitigations.
Also in this batch:
- Default input graces moved to their slider midpoints: TAP 500->300,
TURN 180->150 (HOLD stays 150); example.ini updated. A per-user syncdoom.ini
[input] still overrides.
- Ctrl-N dither toggle is now a no-op (no label, no save) where it does nothing:
the graphics tiers, and the text color depths that never dither (16-color,
truecolor).
Co-Authored-By: Claude Opus 4.8 <
noreply@anthropic.com>
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