At round 20 the lock sets a random server password, so a player who drops after that (crash, broken audio, network) can't get back into their own match. The announcement only says "Server locked", so players don't know this until they try.
tws_t5_lock.gsc:22 reads tws_lock_round (default 20), :48 sets g_password to a random value and :66 announces "Server locked". T6 is the same (tws_t6_lock.gsc:24,50,68).
Both headers say "Existing players are unaffected; g_password is only checked at connect" (tws_t5_lock.gsc:2-3, tws_t6_lock.gsc:2-3). That holds only while they stay connected: a reconnect is a new connect, so the password applies.
On Kino #1059 (10 October), at round 20, TheGoldenGamer_1 said their volume wasn't working and they needed to rejoin, then typed .unlock server and "lock s".
Players do drop and come back: CPierroRPP's game froze on Shangri-La #1145 (11 October) and they reconnected at round 2, before the lock.
74 of the 650 completed matches recorded since 18 September reached round 20 (61 on T5, 13 on T6).
Fix
The lock announcement says what it means, for example "Server locked at round 20: new players and reconnects can't join", on T5 and T6.
Both lock headers say that players who disconnect can't reconnect.
Players who were in the match before the lock can reconnect (for example by allowing their GUIDs instead of relying on g_password), or both READMEs explain why that isn't possible.
The live checks cover a disconnect and reconnect after the lock.
At round 20 the lock sets a random server password, so a player who drops after that (crash, broken audio, network) can't get back into their own match. The announcement only says "Server locked", so players don't know this until they try.
- `tws_t5_lock.gsc:22` reads `tws_lock_round` (default 20), `:48` sets `g_password` to a random value and `:66` announces "Server locked". T6 is the same (`tws_t6_lock.gsc:24,50,68`).
- Both headers say "Existing players are unaffected; g_password is only checked at connect" (`tws_t5_lock.gsc:2-3`, `tws_t6_lock.gsc:2-3`). That holds only while they stay connected: a reconnect is a new connect, so the password applies.
- On Kino #1059 (10 October), at round 20, TheGoldenGamer_1 said their volume wasn't working and they needed to rejoin, then typed `.unlock server` and "lock s".
- Players do drop and come back: CPierroRPP's game froze on Shangri-La #1145 (11 October) and they reconnected at round 2, before the lock.
- 74 of the 650 completed matches recorded since 18 September reached round 20 (61 on T5, 13 on T6).
**Fix**
- [ ] The lock announcement says what it means, for example "Server locked at round 20: new players and reconnects can't join", on T5 and T6.
- [ ] Both lock headers say that players who disconnect can't reconnect.
- [ ] Players who were in the match before the lock can reconnect (for example by allowing their GUIDs instead of relying on `g_password`), or both READMEs explain why that isn't possible.
- [ ] The live checks cover a disconnect and reconnect after the lock.
More evidence from 12 October: the lock also stops a group from replacing a player who left.
On Ascension #1240 (4 players at the start, one left at round 13), the remaining group reached the Easter egg step they believed needed four players at round 25. ChedderPretzels said "its locked", "i locked at 20" and "do yk how to unlock", then typed .unlock. Real Hellish typed "unlock" again at rounds 25 and 27. Nobody could join to fill the slot, and the match ran on to round 30.
The rejoin case in the description is about a player getting back into their own match. This one is about a newcomer filling an empty slot, which the lock blocks just the same (tws_t5_lock.gsc:48).
More evidence from 12 October: the lock also stops a group from replacing a player who left.
On Ascension #1240 (4 players at the start, one left at round 13), the remaining group reached the Easter egg step they believed needed four players at round 25. ChedderPretzels said "its locked", "i locked at 20" and "do yk how to unlock", then typed `.unlock`. Real Hellish typed "unlock" again at rounds 25 and 27. Nobody could join to fill the slot, and the match ran on to round 30.
The rejoin case in the description is about a player getting back into their own match. This one is about a newcomer filling an empty slot, which the lock blocks just the same (`tws_t5_lock.gsc:48`).
This review checks the current implementation against every acceptance criterion, regardless of commit references.
Checklist
Explain the lock. Both lock_announce implementations still display only Server locked.
Correct headers. Both headers still say existing players are unaffected without explaining that a reconnect is a new connection.
Reconnect admission or documented limitation. Both scripts still set a random g_password at the configured milestone. No prior-player GUID exception exists, and neither README supplies the requested explanation of why it cannot be implemented.
Reconnect live check. The documented lock checks do not cover disconnecting and reconnecting after the lock.
Review notes
Read both lock modules and T5/T6 module documentation. The default remains round 20.
Next steps
Implement the announcement/header changes, choose and document the reconnect policy, and add the post-lock reconnect check.
Reviewed 3bb0b5178e40ea6d322093283edb39f160542a07. Unresolved; leaving open.
This review checks the current implementation against every acceptance criterion, regardless of commit references.
**Checklist**
- [ ] **Explain the lock.** Both lock_announce implementations still display only Server locked.
- [ ] **Correct headers.** Both headers still say existing players are unaffected without explaining that a reconnect is a new connection.
- [ ] **Reconnect admission or documented limitation.** Both scripts still set a random g_password at the configured milestone. No prior-player GUID exception exists, and neither README supplies the requested explanation of why it cannot be implemented.
- [ ] **Reconnect live check.** The documented lock checks do not cover disconnecting and reconnecting after the lock.
**Review notes**
- Read both lock modules and T5/T6 module documentation. The default remains round 20.
**Next steps**
- Implement the announcement/header changes, choose and document the reconnect policy, and add the post-lock reconnect check.
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At round 20 the lock sets a random server password, so a player who drops after that (crash, broken audio, network) can't get back into their own match. The announcement only says "Server locked", so players don't know this until they try.
tws_t5_lock.gsc:22readstws_lock_round(default 20),:48setsg_passwordto a random value and:66announces "Server locked". T6 is the same (tws_t6_lock.gsc:24,50,68).tws_t5_lock.gsc:2-3,tws_t6_lock.gsc:2-3). That holds only while they stay connected: a reconnect is a new connect, so the password applies..unlock serverand "lock s".Fix
g_password), or both READMEs explain why that isn't possible.More evidence from 12 October: the lock also stops a group from replacing a player who left.
On Ascension #1240 (4 players at the start, one left at round 13), the remaining group reached the Easter egg step they believed needed four players at round 25. ChedderPretzels said "its locked", "i locked at 20" and "do yk how to unlock", then typed
.unlock. Real Hellish typed "unlock" again at rounds 25 and 27. Nobody could join to fill the slot, and the match ran on to round 30.The rejoin case in the description is about a player getting back into their own match. This one is about a newcomer filling an empty slot, which the lock blocks just the same (
tws_t5_lock.gsc:48).Reviewed
3bb0b5178e. Unresolved; leaving open.This review checks the current implementation against every acceptance criterion, regardless of commit references.
Checklist
Review notes
Next steps