{"action":"closed","issue":{"url":"https://api.github.com/repos/rayrobdod/FEMultiPlayer-V2/issues/3","repository_url":"https://api.github.com/repos/rayrobdod/FEMultiPlayer-V2","labels_url":"https://api.github.com/repos/rayrobdod/FEMultiPlayer-V2/issues/3/labels{/name}","comments_url":"https://api.github.com/repos/rayrobdod/FEMultiPlayer-V2/issues/3/comments","events_url":"https://api.github.com/repos/rayrobdod/FEMultiPlayer-V2/issues/3/events","html_url":"https://github.com/rayrobdod/FEMultiPlayer-V2/issues/3","id":151563177,"number":3,"title":"A client recieving a battle command while displaying a battle will desync the game.","user":{"login":"rayrobdod","id":11641215,"avatar_url":"https://avatars.githubusercontent.com/u/11641215?v=3","gravatar_id":"","url":"https://api.github.com/users/rayrobdod","html_url":"https://github.com/rayrobdod","followers_url":"https://api.github.com/users/rayrobdod/followers","following_url":"https://api.github.com/users/rayrobdod/following{/other_user}","gists_url":"https://api.github.com/users/rayrobdod/gists{/gist_id}","starred_url":"https://api.github.com/users/rayrobdod/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/rayrobdod/subscriptions","organizations_url":"https://api.github.com/users/rayrobdod/orgs","repos_url":"https://api.github.com/users/rayrobdod/repos","events_url":"https://api.github.com/users/rayrobdod/events{/privacy}","received_events_url":"https://api.github.com/users/rayrobdod/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/rayrobdod/FEMultiPlayer-V2/labels/suspected%20in%20upstream","name":"suspected in upstream","color":"e99695"}],"state":"closed","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2016-04-28T06:55:25Z","updated_at":"2016-06-11T06:52:14Z","closed_at":"2016-06-11T06:52:14Z","body":"Issue type: `problem`\r\n\r\n#### Description:\r\n\r\nIf Player A begins a combat while an older combat is still playing on Player B's screen, the second combat will not occur for Player B at all, desynching the two games.\r\n\r\nOnly attempted in c89a7bac43ca1fef4ee6eef2559acb619deb946d as I only managed to do this via artificially capping Player B's frame rate to 2FPS. I'm sure that there are network-debugging tools that would allow this to be replicated in master, but I don't know what those tools are and thus have not tried.\r\n\r\n-------\r\n\r\n#### Examples:\r\n\r\n(problem: videos, logs, seed [if possible])"}}
{"actor":{"display_login":"rayrobdod"}}