_  _    __    ___  __    ___  _____  _  _
 ( \( )  /__\  / __)(  )  / __)(  _  )( \( )
  )  (  /(__)\( (__  )(__( (__  )(_)(  )  (
 (_)\_)(__)(__)\___)(____)\___)(_____)(_)\_)

The History of Hacking  ·  May 31 – June 2, 2026  ·  Carolina Beach, NC

Connect from your terminal: telnet naclconbbs.net 23  |  ssh naclconbbs.net -p 2222

  • xtrn/syncdoom/lobby.js syncdoom.ini syncdoom_lib.js

    From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Sat Jun 20 14:04:42 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/5fd15b6f13ad1f3dccd16cce
    Modified Files:
    xtrn/syncdoom/lobby.js syncdoom.ini syncdoom_lib.js
    Log Message:
    syncdoom lobby: page nodes to join, fix join-race & stale games, cap at 4 players

    When creating a multi-player game, offer to page other active nodes whose users can run the door (User.compare_ars against the door's execution_ars), delivered via the sysop-configurable NodeMsgFmt so it matches normal inter-node messages. The page prompt now runs before the server is spawned, so it no longer sits in the spawn->connect window where a browse-joiner could connect first and steal the
    host/controller slot. Hide games with zero connected players from the Join list,
    so a match everyone has left doesn't linger until the server's idle-timeout. Cap
    players at Doom's MAXPLAYERS (4) rather than NET_MAXPLAYERS (8) -- the game has only four player slots/colors/starts.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

    ---
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