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Merge KaraokeEvent.UsernameSet and the client-to-server KaraokeEvent.RoomDataHydration #16

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JoshuaKGoldberg opened this issue Sep 1, 2020 · 0 comments
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area: game runtime Improvements to the core game experience. good first issue You can do this as a way to learn about the code! ❤ status: accepting prs This issue is ready for a pull request. type: cleanup Improving the structural quality of code or runtime smoothness/performance.

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@JoshuaKGoldberg
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Following #9: there are two initial messages sent from a client to the server when it joins a room:

  1. KaraokeEvent.RoomDataHydration: A request for the basic room data, made in DynamicSceneHydrating -> useRoomDataConnection.
  2. 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.

@JoshuaKGoldberg JoshuaKGoldberg added area: game runtime Improvements to the core game experience. status: accepting prs This issue is ready for a pull request. type: cleanup Improving the structural quality of code or runtime smoothness/performance. good first issue You can do this as a way to learn about the code! ❤ labels Sep 1, 2020
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Labels
area: game runtime Improvements to the core game experience. good first issue You can do this as a way to learn about the code! ❤ status: accepting prs This issue is ready for a pull request. type: cleanup Improving the structural quality of code or runtime smoothness/performance.
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