Ripped out backfire from PlayLevelView so we have more control over
data synchronization. These changes should wait properly for the
opponent data to load before blazing ahead, after a PlayLevelView
reload.
Fixes#1767
-Non-creator will switch teams upon joining a sync pvp game, if creator
is on same team
-Team swapping should only affect level session
-Real-time multiplayer submit now reloads PlayLevelView to ease loading
both player’s latest level sessions, and then automatically starts
real-time playback.
Pvp status view (temp location and UI)
Remove pvp status from control bar
Add game menu param for jumping into a specific tab
Lots of bug fixing and session state cleanup
Does not address problems with executing real-time multiplayer cast
Simple matchmaking, synchronous multiplayer PVP, flags!
Rough matchmaking is under the game menu multiplayer tab, for ladder
games only. After creating a 2-person game there, you can exit that
modal and real-time cast to play against each other.
If you’re the first person to cast, you’ll sit at the real-time level
playback view waiting until the other player casts. When they do, you
both should start the real-time playback (and start placing flags like
crazy people).
If in a multiplayer session, the real-time simulation runs the players’
code against each other. Your multiplayer opponent’s name should be up
near the level name.
Multiplayer sessions are stored completely in Firebase for now, and
removed if both players leave the game. There’s plenty of bugs,
synchronization issues, and minimal polish to add before we push it to
master.