Comments (6)
Hello Richie,
what do you mean with "saving of the image"? If you mean the "Download results" button at the end of the results page, the code for image generation and download should be triggered only if you click on it, meaning it is already async.
from drawphone.
Okay, i though that the long part between finishing the game by writing the last guesses and presenting the results comes from the generation of the data-history-dump which is i assumed the picture-creation.
from drawphone.
I think it's because the whole history object is serialized on server side, sent to every client and then deserialized on the client. The drawings currently are actually JSON objects, like svg, which can become huge if many players are present (and many things are drawn).
Converting the svgs to jpegs before sending them is on my to-do list, but I did not find time to implement that yet …
from drawphone.
I just pushed an update, which should speed things up a bit. You can try it next time! :)
from drawphone.
Great, I'll check soon.
from drawphone.
Tried with 8 players, soo much better. Good job.
from drawphone.
Related Issues (20)
- Add history export as screenshot
- Add fullscreen option
- Add waiting screen for history (and synchronise)
- Get wake lock
- Host should be able to kick players
- Synchronize histories further (disable output?)
- Indistinguishable buttons HOT 1
- Extend Game Summary HOT 1
- Design Input Fields
- Mobile First Approach
- Add notification when you are the last player doing a task HOT 1
- Add custom CSS for season updates
- Sometimes history is not sent to players (endless spinner)
- Sometimes pre game room is inconsistent
- Selecting a name with umlaut is getting cut off HOT 3
- iPadOS: Changed username is not saved HOT 3
- Crown icon to signal who is host
- Advanced color picker
- Add UI for joining players when game already started
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from drawphone.