Oliver wrote:Hey Toby,
I understand the feature request, but roomdata updates will always lag a bit behind the actual data inside the room (just network propagation takes time), so for something like free player spots does it not make more sense to join the room and communicate directly with it in order to join etc?
I'm not saying we won't do it, i'm just digging a bit deeper into the demand.
Well, when the game gets passed the room id from the url, it goes to a prelobby after you log in. This tells you what kind of room you're about to join (ie which game modifiers are in play), the room name, as well as letting you choose which slot you want to join (this is available in the main lobby too).
It would be possible to use joinData to get the server to send the client this information on join, and then I guess re-trigger the join function when the player selects a slot(?), but as it's already available as room data, I think it would be much cleaner if I could just access it without having to add a separate join case to my code.