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Add interop endpoint for channel creation and member management #11966
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For my own knowledge, how performant are channels in general? For example, if there were 50000 players and we made a channel for each of them containing just one player, would that be an issue?
Correct me if I'm wrong but are players already able to join arbitrary multiplayer channels right now, assuming they have the channel id? If so, that may be something we don't want, and for spectator too. If so, then maybe we want validation that clients can't manually join these types of channels and for the realtime server to be authoritative on that (i.e. skipping that validation). Type restriction is probably unnecessary, but if it makes it any easier the server's only ever going to be creating temporary channels (either
Probably either the full channel in the
In my mind the realtime server is going to need to be able to both create and delete channels as it needs. For example, when spectating I see the following flow:
This is how osu-stable behaves so unless there's a particular UI/UX difference we want... |
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do we want to delete messages and everything when deleting channel? |
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For spectator channels yeah. For multiplayer channels we have a discussion recently (can't remember where) about multiplayer events, and peppy wanted to see chat displayed as well, so maybe not. That said, maybe we don't need to delete channels at all and just get clients to part them? |
no, only public and tournament channels can be joined through general chat endpoint |
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For any reviewers: probably best to let us get the spectator channel in the game before merging this since requirements may change. |
Related to ppy/osu#31908