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Fix score processor no longer applying results when failing in multiplayer match #26751
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frenzibyte:fix-multiplayer-fail-freezing-score
Jan 29, 2024
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d38779f
Add failing test case
frenzibyte ea641bb
Rename `GameplayState.HasFailed` to properly clarify its meaning
frenzibyte a25be99
Fix score processor no longer applying results when failing in multip…
frenzibyte 5f68999
Fix `TestSceneFailJudgement` asserts no longer being correct
frenzibyte 64b6110
Move solution to multiplayer flow instead
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I disagree so much with this change and everything it implies.
Any gameplay logic being conditional on "being shown the fail animation" is completely and utterly wrong.
This feels like going in a completely off-base direction. And I think the fix to this entire issue should be local to the multiplayer flow, because it's the one stretching the definition of "fail" to begin with.
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I approached this initially with the thought that
Player
has two separate states of failing, each being:HealthProcessor.HasFailed
)GameplayState.HasFailed
, never set to true in multiplayer since Fix multiplayer scores being submitted as pass even if failed #26384).Therefore I've went with renaming
GameplayState.HasFailed
to the name in the diff of this conversation, as well as using that state for whether the judgement processors should no longer apply new results.I will be honest that I didn't pay enough attention at the diff and missed the fact that
GameplayState.HasFailed
is used in more places than usual, and having the name specifically referring to "presence of fail animation" is indeed sketchy.I could use better names such as
HasStoppedDueToFail
, but I've went ahead with your alternative proposal in 64b6110 (making the solution completely local) if discussion for this is not necessary right now (I could imagine another player screen that would require this sort of fix, namelyReplayPlayer
when replaying failing multiplayer scores).There was a problem hiding this comment.
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I think this is out of scope for now because we currently don't even have a way to tell whether a replay is from multiplayer or from solo. So this has been an issue for a long time now, and it is one caused by the fact that the health processor is allowed to fail a replay, while not considering the fact that in some circumstances the conditions for failure may not be the same.