Update v0.8.3.023 Better Spectator/Player state separation (bugfixes, stability, and more!)
We've internally called this update "Bug fixes part 1", as it is first part of major changes, that will help tackle the remaining bug fixes, and get either completely rid of them, or help reduce their occurrences.
IMPROVEMENTS:
- Significant changes to how we treat data fetching/updating for spectators, and actual sitting players. By separating the storing and handling of this data, it should help improve various sync/overwrite events, that were previously more common to happen, due to i.e. spectators or game refreshes "causing unnecessary requests", and potentially overwriting various data.
- We've reworked how seat requests are stored and handled - this will cause any existing pending seat requests to be removed in any ongoing games as this update happened.
BUGFIXES:
- Fixed several issues where exiting/away player near/after showdown could mess up the game, either causing instant repeat game starts/stops, or similar.
*As this update changes touch on almost all parts of client and server code, if you spot any new issues or bugs that didn't exist before, we'd love to hear from you - so get in touch via our support form or on our Discord. We've done significant testing to make sure the update does not introduce new changes, but due to the breadth and complexity of it, it's very possible we missed something. Thank you 🙏
What do these changes more specifically mean for your experience?
- The above changes together, should help reduce a lot of "common bug occurrences", such as weird/ghost players, or seat requests/players being weirdly unseated etc.
- The above changes are unlikely to fix several other common/known bugs, such as "fold when raising/calling...", some other display issues. To vastly improve/get rid of those, will require another set of bigger changes/code upgrades, which will be done in what we call "Bug fixes Part #2". Due to the scope of this second part of work, it's not something we can do immediately in order to not further delay some the development of some major other improvements and features (such as our chip-based system), which will be done in parallel, but requires some immediate attention first. We estimate that we'll get to this second part of bug fixes in the end of October/start of November.
- We still hope to get some specific bugs fixed sooner than that along the way in smaller patches, but due to their complexity it is unlikely many of the "currently most annoying leftover bugs", will be properly addressed until we get to "Bug fixes Part #2".
We hope you see an improvement in stability/playability with this first part of changes already, and ask for understanding as there will be a while again before the next significant batch of bug fixes. We're taking this approach to maximize how many features we can develop and improve the overall game experience for you in the next few months 😎
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