beyond-all-reason / beyond-all-reason/RecoilEngine

Decouple pause from the game server

Open
#1,372 0 comments 0 reactions 0 assignees View on GitHub
refactor
Dominant language
C++
Stars
679
Forks
290
Avg merge
3d 2h
Merged PRs (30d)
40

Description

The game server tracks whether the game is paused in order to stop spawning GameFrame packets during pause. Make it so that it doesn't need to track pause. This likely involves making it send frame packets indiscriminately and making sure clients handle it correctly (gameframe packets largely ignored during pause; no skips in frame number from client PoV, probably a locally kept offset; replays work correcty).

Contributor guide

Open the contributing guide

Research direction

No files, tests, or entry points are named. Trace how the game server tracks pause and emits GameFrame packets, then inspect client pause handling and replay behavior; done means the server no longer tracks pause while clients preserve frame numbering, ignore paused frames appropriately, and replays remain correct.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
game-dev, networking
Issue type
Refactor
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
30/100

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