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area: game runtimeImprovements to the core game experience.Improvements to the core game experience.good first issueYou can do this as a way to learn about the code! ❤You can do this as a way to learn about the code! ❤status: accepting prsThis issue is ready for a pull request.This issue is ready for a pull request.type: cleanupImproving the structural quality of code or runtime smoothness/performance.Improving the structural quality of code or runtime smoothness/performance.
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Following #9: there are two initial messages sent from a client to the server when it joins a room:
KaraokeEvent.RoomDataHydration: A request for the basic room data, made inDynamicSceneHydrating->useRoomDataConnection.KaraokeEvent.UsernameSet: Indicates to the server what the client username is. No response is waited for.
For the sake of simplicity & fewer messages, we should really join these two into a single one, named something like KaraokeNite.RoomJoin. The client can then send the username in step 1 and still hydrate room data in that same step -- instead of waiting until step 2 to set username.
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area: game runtimeImprovements to the core game experience.Improvements to the core game experience.good first issueYou can do this as a way to learn about the code! ❤You can do this as a way to learn about the code! ❤status: accepting prsThis issue is ready for a pull request.This issue is ready for a pull request.type: cleanupImproving the structural quality of code or runtime smoothness/performance.Improving the structural quality of code or runtime smoothness/performance.