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feat(multiplayer): explain allocation lifecycle
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@@ -190,7 +190,9 @@ func _render(snapshot: Dictionary) -> void:
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elif phase == MatchmakingState.PROPOSED:
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detail_label.text = proposal_countdown_text(int(snapshot.get("expires_at_unix", 0)), int(Time.get_unix_time_from_system()))
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elif phase == MatchmakingState.ACCEPTED:
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detail_label.text = "All players accepted; preparing the match server"
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detail_label.text = phase_detail_label(phase)
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elif phase in [MatchmakingState.ALLOCATING, MatchmakingState.PROCESS_READY, MatchmakingState.ASSIGNMENT_READY, MatchmakingState.ASSIGNED, MatchmakingState.CONNECTING, MatchmakingState.LIVE]:
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detail_label.text = phase_detail_label(phase)
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elif phase == MatchmakingState.RESULT_PENDING:
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detail_label.text = "The server is confirming the final result"
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elif phase == MatchmakingState.COMPLETED:
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@@ -210,6 +212,26 @@ static func _is_terminal(phase: String) -> bool:
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return phase in [MatchmakingState.CANCELLED, MatchmakingState.EXPIRED, MatchmakingState.FAILED, MatchmakingState.LIVE, MatchmakingState.COMPLETED]
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static func phase_detail_label(phase: String) -> String:
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match phase:
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MatchmakingState.ACCEPTED:
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return "All players accepted; preparing the match server"
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MatchmakingState.ALLOCATING:
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return "Finding a dedicated match server"
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MatchmakingState.PROCESS_READY:
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return "Match server started; preparing player assignments"
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MatchmakingState.ASSIGNMENT_READY:
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return "Player assignments are ready"
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MatchmakingState.ASSIGNED:
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return "Your match server is ready"
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MatchmakingState.CONNECTING:
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return "Connecting to the match server"
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MatchmakingState.LIVE:
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return "Match in progress"
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_:
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return ""
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static func proposal_countdown_text(expires_at_unix: int, now_unix: int) -> String:
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if expires_at_unix <= 0:
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return "Review the proposal before the countdown expires"
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