First of all: sorry for my bad english.
Multiplayer game example exported with Nodewebkit and running on Windows 7 Ultimate 64bits
When peers join the game they can see every peer that joined BEFORE them but can't see any peers that join AFTER.
Also, I don't know if this is relevant but, the chat of all examples included on the latest version of Construct 2 is not working. The host is not broadcasting the messages to the peers.
All peers involved in these tests were on a residential connection with no internet restrictions (Like parental control, etc).
Attach a Capx
Construct 2 r173 multiplayergame.capx with no changes.
Description of Capx
Example of a multiplayer game with lag compensation (made by Scirra).
Steps to Reproduce Bug
- Host joined. [OK]
[Host screen] The host can see his own object. [OK]
- Peer_A joined [OK]
[Host screen] Host can see both objects correctly [OK]
[Peer_A screen] Peer_A can see both objects correctly [OK]
- Peer_B joined [OK]
[Host screen] Host can see all objects correctly [OK]
[Peer_A screen] Peer_A can't see Peer_B. [PROBLEM]
[Peer_B screen] Peer_B can see all objects. [OK]
- Peer_A leave the game [OK]
[Peer_B screen] The object representing the Peer_A is destroyed [OK]
- Peer_A joins again. [OK]
[Peer_A screen] Now Peer_A can see the host and Peer_B. [OK]
[Peer_B screen] Peer_B can't see Peer_A.
What is happening in my point of view is:
The Multiplayer object creates all objects correctly for the peer who joined but does not create new objects for peers during gameplay when other peers joins.
Every player should see each other, don't matter the order they joined.
- Chrome: (Nodewebkit app) (YES)
Operating System and Service Pack
Windows 7 64bits Ultimate
Construct 2 Version ID
r173 (Latest atm)