RC2 Released for version 1.0.0
Release Candidate 2 released
Changes
- Some extra information on the bandwidth graph.
- Better feedback while connecting making it easier to fix networking and connection errors.
- *BUG* Socket not unbinding when server does not accept connection.
- *BUG* Labels after connection fixed.
Feedback on the system after running our first campaign.
So this weekend I ran my first campaign over Socket Relay. This highlighted a few issues that need to be resolved to make the system work better.
- Connections don't accurate fail across all 4 sockets when some of the failure conditions trigger. If any link in the chain breaks the whole chain should fail as it would normally had the connection been direct.
- When we reconnect we are always assigned a new port. It would be good if on connection the host could get the same port this would make reconnecting for the players much less of a hassle because there software could just continue.
- Retrying connection as the host or player makes more sense the abandoning it when it fails. This should become the new behavior. Some care regarding how we communicate this with players so they understand the status but are not forced to interact.
We only had a few drops that forced a reconnect and sadly when it happened we had to restart Fantasy Grounds. This especially need to be sorted so playing can be smooth.
Version 1.0.0 RC3 Released
New RC3 released.
Changes
- Host reconnects to server if there is a DC.
- Added event notifications to the bottom bar for Server and Client connections and disconnection.
- Server now tries to allocate the same port to each host. This means reconnects don't require the clients reset there port number.
- *BUG* Fixed bug in bandwidth graph max was not accumulative for all incoming clients.
More testing will happen this weekend to see if these changes make for a smoother experience.